diff options
author | Tony J. White <tjw@tjw.org> | 2007-02-25 22:17:59 +0000 |
---|---|---|
committer | Tony J. White <tjw@tjw.org> | 2007-02-25 22:17:59 +0000 |
commit | dd0264cd747c7aa6d2c5f9abc0d65a2741c225cd (patch) | |
tree | b4090e27e3282bf502a9dc2ab57db672f9d7e0cc /src/game | |
parent | f8b5af2ae48d77e1ce5e1627362e7504adf4a4b3 (diff) |
* (bug 2658) windfly.wav and jumppad.wav removed from target_push and
trigger_push
* (bug 2658) added spawnflags 2 to misc_anim_model which will spawn the
entitiy with the animation OFF
* (bug 2658) if the "animations" loopFrames (param 3) of
misc_anim_model is 0, then the animation will not loop, but it
will make one pass through the animation each time the entity is
used
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/g_misc.c | 4 | ||||
-rw-r--r-- | src/game/g_trigger.c | 20 |
2 files changed, 5 insertions, 19 deletions
diff --git a/src/game/g_misc.c b/src/game/g_misc.c index 9d54033e..5352dbe3 100644 --- a/src/game/g_misc.c +++ b/src/game/g_misc.c @@ -341,6 +341,10 @@ void SP_misc_anim_model( gentity_t *self ) self->s.eType = ET_ANIMMAPOBJ; + // spawn with animation stopped + if( self->spawnflags & 2 ) + self->s.eFlags |= EF_MOVER_STOP; + trap_LinkEntity( self ); } diff --git a/src/game/g_trigger.c b/src/game/g_trigger.c index f9472e0e..2b5b25af 100644 --- a/src/game/g_trigger.c +++ b/src/game/g_trigger.c @@ -217,9 +217,6 @@ void SP_trigger_push( gentity_t *self ) // unlike other triggers, we need to send this one to the client self->r.svFlags &= ~SVF_NOCLIENT; - // make sure the client precaches this sound - G_SoundIndex( "sound/world/jumppad.wav" ); - self->s.eType = ET_PUSH_TRIGGER; self->touch = trigger_push_touch; self->think = AimAtTarget; @@ -238,21 +235,11 @@ void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) VectorCopy( self->s.origin2, activator->client->ps.velocity ); - if( !( self->spawnflags & 2 ) ) - { - // play fly sound every 1.5 seconds - if( activator->fly_sound_debounce_time < level.time ) - { - activator->fly_sound_debounce_time = level.time + 1500; - G_Sound( activator, CHAN_AUTO, self->noise_index ); - } - } } -/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad +/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) Pushes the activator in the direction.of angle, or towards a target apex. "speed" defaults to 1000 -if "bouncepad", play bounce noise instead of windfly */ void SP_target_push( gentity_t *self ) { @@ -262,11 +249,6 @@ void SP_target_push( gentity_t *self ) G_SetMovedir( self->s.angles, self->s.origin2 ); VectorScale( self->s.origin2, self->speed, self->s.origin2 ); - if( self->spawnflags & 1 ) - self->noise_index = G_SoundIndex( "sound/world/jumppad.wav" ); - else - self->noise_index = G_SoundIndex( "sound/misc/windfly.wav" ); - if( self->target ) { VectorCopy( self->s.origin, self->r.absmin ); |