diff options
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/g_mover.c | 28 |
1 files changed, 23 insertions, 5 deletions
diff --git a/src/game/g_mover.c b/src/game/g_mover.c index 74e99968..9550c4c2 100644 --- a/src/game/g_mover.c +++ b/src/game/g_mover.c @@ -906,9 +906,17 @@ void SP_func_door( gentity_t *ent ) float distance; vec3_t size; float lip; + char *s; - ent->sound1to2 = ent->sound2to1 = G_SoundIndex( "sound/movers/doors/dr1_strt.wav" ); - ent->soundPos1 = ent->soundPos2 = G_SoundIndex( "sound/movers/doors/dr1_end.wav" ); + G_SpawnString( "sound2to1", "sound/movers/doors/dr1_strt.wav", &s ); + ent->sound2to1 = G_SoundIndex( s ); + G_SpawnString( "sound1to2", "sound/movers/doors/dr1_strt.wav", &s ); + ent->sound1to2 = G_SoundIndex( s ); + + G_SpawnString( "soundPos2", "sound/movers/doors/dr1_end.wav", &s ); + ent->soundPos2 = G_SoundIndex( s ); + G_SpawnString( "soundPos1", "sound/movers/doors/dr1_end.wav", &s ); + ent->soundPos1 = G_SoundIndex( s ); ent->blocked = Blocked_Door; @@ -1078,9 +1086,17 @@ Plats are always drawn in the extended position so they will light correctly. void SP_func_plat( gentity_t *ent ) { float lip, height; + char *s; - ent->sound1to2 = ent->sound2to1 = G_SoundIndex( "sound/movers/plats/pt1_strt.wav" ); - ent->soundPos1 = ent->soundPos2 = G_SoundIndex( "sound/movers/plats/pt1_end.wav" ); + G_SpawnString( "sound2to1", "sound/movers/plats/pt1_strt.wav", &s ); + ent->sound2to1 = G_SoundIndex( s ); + G_SpawnString( "sound1to2", "sound/movers/plats/pt1_strt.wav", &s ); + ent->sound1to2 = G_SoundIndex( s ); + + G_SpawnString( "soundPos2", "sound/movers/plats/pt1_end.wav", &s ); + ent->soundPos2 = G_SoundIndex( s ); + G_SpawnString( "soundPos1", "sound/movers/plats/pt1_end.wav", &s ); + ent->soundPos1 = G_SoundIndex( s ); VectorClear( ent->s.angles ); @@ -1161,8 +1177,10 @@ void SP_func_button( gentity_t *ent ) float distance; vec3_t size; float lip; + char *s; - ent->sound1to2 = G_SoundIndex( "sound/movers/switches/butn2.wav" ); + G_SpawnString( "sound1to2", "sound/movers/switches/butn2.wav", &s ); + ent->sound1to2 = G_SoundIndex( s ); if( !ent->speed ) ent->speed = 40; |