diff options
-rw-r--r-- | LICENSE | 3 | ||||
-rw-r--r-- | assets/fx/corpse_hit.ogg | bin | 0 -> 9890 bytes | |||
-rw-r--r-- | assets/fx/gibbing.ogg (renamed from assets/units/soldier/gibbing.ogg) | bin | 9149 -> 9149 bytes | |||
-rw-r--r-- | src/game/assets.cpp | 3 | ||||
-rw-r--r-- | src/game/game.hpp | 5 | ||||
-rw-r--r-- | src/game/unit_nest.cpp | 13 | ||||
-rw-r--r-- | src/game/unit_soldier.cpp | 37 | ||||
-rw-r--r-- | src/game/unit_spider.cpp | 19 | ||||
-rw-r--r-- | src/game/units.cpp | 7 |
9 files changed, 63 insertions, 24 deletions
@@ -23,11 +23,12 @@ The following assets are from Tremulous and are licensed under CC-BY-SA: FILE assets/ambience/wind.ogg +assets/fx/corpse_hit.ogg +assets/fx/gibbing.ogg assets/fx/ricochet.ogg assets/units/nest/*.ogg assets/units/repl/damage*.ogg assets/units/soldier/death*.ogg -assets/units/soldier/gibbing.ogg assets/units/soldier/pain.ogg assets/units/spider/*.ogg diff --git a/assets/fx/corpse_hit.ogg b/assets/fx/corpse_hit.ogg Binary files differnew file mode 100644 index 0000000..fda85a0 --- /dev/null +++ b/assets/fx/corpse_hit.ogg diff --git a/assets/units/soldier/gibbing.ogg b/assets/fx/gibbing.ogg Binary files differindex 18e0795..18e0795 100644 --- a/assets/units/soldier/gibbing.ogg +++ b/assets/fx/gibbing.ogg diff --git a/src/game/assets.cpp b/src/game/assets.cpp index 0ec83c2..f92aae0 100644 --- a/src/game/assets.cpp +++ b/src/game/assets.cpp @@ -49,7 +49,6 @@ void load(void) soldier.pain.load("assets/units/soldier/pain.ogg"); soldier.death.load("assets/units/soldier/death1.ogg"); soldier.death.load("assets/units/soldier/death2.ogg"); - soldier.gib_sound.load("assets/units/soldier/gibbing.ogg"); soldier.step_stone.load("assets/units/soldier/step_stone_1.ogg"); soldier.step_stone.load("assets/units/soldier/step_stone_2.ogg"); @@ -85,6 +84,8 @@ void load(void) fx.blood.load("assets/units/blood_", 4); fx.flash.load("assets/units/flash_", 1); + fx.gibbing.load("assets/fx/gibbing.ogg"); + fx.corpse_hit.load("assets/fx/corpse_hit.ogg"); fx.explosion.load("assets/fx/explosion_", 7); fx.explosion_sound.load("assets/fx/explosion.ogg"); fx.explosion_sound.volume = 12.0f; diff --git a/src/game/game.hpp b/src/game/game.hpp index c6d4b53..6d6e773 100644 --- a/src/game/game.hpp +++ b/src/game/game.hpp @@ -67,7 +67,7 @@ namespace game { render::animated_texture_t rocket; render::animated_texture_t avatar; - audio::sound_t fire, step_stone, step_dirt, pain, death, gib_sound; + audio::sound_t fire, step_stone, step_dirt, pain, death; } soldier_assets_t; typedef struct { @@ -89,6 +89,7 @@ namespace game { typedef struct { render::animated_texture_t blood, flash, explosion, ricochet, water_splash; + audio::sound_t gibbing, corpse_hit; audio::sound_t explosion_sound, ricochet_sound, water_splash_sound; } fx_assets_t; @@ -259,6 +260,8 @@ namespace game { void render_to(render::state_t *render); void render_late_to(render::state_t *render); + bool gibbed = false; + void on_think(void); void on_spawn(void) {}; void on_wake(void) {}; diff --git a/src/game/unit_nest.cpp b/src/game/unit_nest.cpp index a52574a..fe4a077 100644 --- a/src/game/unit_nest.cpp +++ b/src/game/unit_nest.cpp @@ -81,6 +81,19 @@ void unit_nest_t::on_spawn(void) void unit_nest_t::on_damage(unit_t *attacker) { + if (health < -30) { + assets::fx.gibbing.play_3d(x); + game->deletion_list.insert(this); + return; + } + + if (health <= 0) { + if (!dead) + assets::fx.corpse_hit.play_3d(x); + + return; + } + if (attacker) game->hivemind_alert(x, 12.0f, true, attacker->x); else diff --git a/src/game/unit_soldier.cpp b/src/game/unit_soldier.cpp index 0ffe19f..e41278e 100644 --- a/src/game/unit_soldier.cpp +++ b/src/game/unit_soldier.cpp @@ -211,19 +211,36 @@ void unit_soldier_t::on_think(void) void unit_soldier_t::on_damage(unit_t *attacker) { - assets::soldier.pain.play_3d(x); -} + if (health < -30) { + assets::fx.gibbing.play_3d(x); + game->deletion_list.insert(this); + return; + } else if (health < -10) { + render_size[0] = v2f_t(-0.5f, -1.2f); + render_size[1] = v2f_t(+0.5f, +0.3f); -void unit_soldier_t::on_death(void) -{ - if (health >= -10) { + if (!gibbed) + assets::fx.gibbing.play_3d(x); + else + assets::fx.corpse_hit.play_3d(x); + + place(world, x); + gibbed = true; + } else if (health <= 0) { render_size[0] = v2f_t(-0.75f, -0.5f); render_size[1] = v2f_t(+0.75f, +0.5f); - assets::soldier.death.play_3d(x); - } else { - assets::soldier.gib_sound.play_3d(x); - } + if (!dead) + assets::soldier.death.play_3d(x); + else + assets::fx.corpse_hit.play_3d(x); + + place(world, x); + } else + assets::soldier.pain.play_3d(x); +} +void unit_soldier_t::on_death(void) +{ render_layer = render::LAYER_FLAT; cmodel.cflags = CF_BACKGROUND; place(world, x); @@ -278,7 +295,7 @@ void unit_soldier_t::render_to(render::state_t *render) } else { float phase = clamp<float>((game->now - death_time) * 5, 0, 0.9); - if (health < -10) + if (gibbed) render->render(phase, &assets::soldier.gibbing, render_bounds); else render->render(phase, &assets::soldier.dead, render_bounds); diff --git a/src/game/unit_spider.cpp b/src/game/unit_spider.cpp index 2838a8b..c6f5755 100644 --- a/src/game/unit_spider.cpp +++ b/src/game/unit_spider.cpp @@ -101,6 +101,19 @@ void unit_spider_t::on_think(void) void unit_spider_t::on_damage(unit_t *attacker) { + if (health < -5) { + assets::fx.gibbing.play_3d(x); + game->deletion_list.insert(this); + return; + } + + if (health <= 0) { + if (!dead) + assets::fx.corpse_hit.play_3d(x); + + return; + } + assets::spider.sounds.play_3d(x); if (attacker) @@ -113,12 +126,6 @@ void unit_spider_t::on_death(void) { game->hivemind_alert(x, 16.0f, false, v2f_t(0, 0)); - if (health < -5) { - assets::soldier.gib_sound.play_3d(x); - game->deletion_list.insert(this); - return; - } - render_layer = render::LAYER_FLAT; cmodel.cflags = CF_BACKGROUND; assets::spider.sounds.play_3d(x); diff --git a/src/game/units.cpp b/src/game/units.cpp index f1ee45e..c4bc8de 100644 --- a/src/game/units.cpp +++ b/src/game/units.cpp @@ -191,12 +191,9 @@ void unit_t::damage(int points, unit_t *attacker) bool alien; health -= points; - if (health <= 0) + on_damage(attacker); + if (health <= 0 && !dead) die(attacker); - else { - wake(); - on_damage(attacker); - } switch (type) { case UNIT_SOLDIER: |