3 // TODO add a way to do looped sounds with sound(); then complete this entity
4 void target_speaker_use_off(entity this, entity actor, entity trigger);
5 void target_speaker_use_activator(entity this, entity actor, entity trigger)
7 if (!IS_REAL_CLIENT(actor))
10 if(substring(this.noise, 0, 1) == "*")
12 var .string sample = GetVoiceMessageSampleField(substring(this.noise, 1, -1));
13 if(GetPlayerSoundSampleField_notFound)
15 else if(actor.(sample) == "")
19 tokenize_console(actor.(sample));
23 snd = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
25 snd = strcat(argv(0), ".wav"); // randomization
31 soundto(MSG_ONE, this, CH_TRIGGER, snd, VOL_BASE * this.volume, this.atten);
33 void target_speaker_use_on(entity this, entity actor, entity trigger)
36 if(substring(this.noise, 0, 1) == "*")
38 var .string sample = GetVoiceMessageSampleField(substring(this.noise, 1, -1));
39 if(GetPlayerSoundSampleField_notFound)
41 else if(actor.(sample) == "")
45 tokenize_console(actor.(sample));
49 snd = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
51 snd = strcat(argv(0), ".wav"); // randomization
56 _sound(this, CH_TRIGGER_SINGLE, snd, VOL_BASE * this.volume, this.atten);
57 if(this.spawnflags & 3)
58 this.use = target_speaker_use_off;
60 void target_speaker_use_off(entity this, entity actor, entity trigger)
62 sound(this, CH_TRIGGER_SINGLE, SND_Null, VOL_BASE * this.volume, this.atten);
63 this.use = target_speaker_use_on;
65 void target_speaker_reset(entity this)
67 if(this.spawnflags & 1) // LOOPED_ON
69 if(this.use == target_speaker_use_on)
70 target_speaker_use_on(this, NULL, NULL);
72 else if(this.spawnflags & 2)
74 if(this.use == target_speaker_use_off)
75 target_speaker_use_off(this, NULL, NULL);
79 spawnfunc(target_speaker)
81 // TODO: "*" prefix to sound file name
82 // TODO: wait and random (just, HOW? random is not a field)
84 precache_sound (this.noise);
86 if(!this.atten && !(this.spawnflags & 4))
89 this.atten = ATTEN_NORM;
91 this.atten = ATTEN_STATIC;
93 else if(this.atten < 0)
101 if(this.spawnflags & 8) // ACTIVATOR
102 this.use = target_speaker_use_activator;
103 else if(this.spawnflags & 1) // LOOPED_ON
105 target_speaker_use_on(this, NULL, NULL);
106 this.reset = target_speaker_reset;
108 else if(this.spawnflags & 2) // LOOPED_OFF
110 this.use = target_speaker_use_on;
111 this.reset = target_speaker_reset;
114 this.use = target_speaker_use_on;
116 else if(this.spawnflags & 1) // LOOPED_ON
118 ambientsound (this.origin, this.noise, VOL_BASE * this.volume, this.atten);
121 else if(this.spawnflags & 2) // LOOPED_OFF
123 objerror(this, "This sound entity can never be activated");
127 // Quake/Nexuiz fallback
128 ambientsound (this.origin, this.noise, VOL_BASE * this.volume, this.atten);