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authorTony J. White <tjw@tjw.org>2007-02-25 22:17:59 +0000
committerTony J. White <tjw@tjw.org>2007-02-25 22:17:59 +0000
commitdd0264cd747c7aa6d2c5f9abc0d65a2741c225cd (patch)
treeb4090e27e3282bf502a9dc2ab57db672f9d7e0cc /src/game
parentf8b5af2ae48d77e1ce5e1627362e7504adf4a4b3 (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.c4
-rw-r--r--src/game/g_trigger.c20
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 );