#define SND_ATTENUATION 2\r
#define SND_LARGEENTITY 8\r
#define SND_LARGESOUND 16\r
+#define SND_SPEEDUSHORT4000 32\r
\r
float sound_allowed(float dest, entity e)\r
{\r
return;\r
sound_builtin(e, chan, samp, vol, atten);\r
}\r
-void soundtoat(float dest, entity e, vector o, float chan, string samp, float vol, float atten)\r
+void soundtoat(float dest, entity e, vector o, float chan, string samp, float vol, float atten, float spd)\r
{\r
float entno, idx;\r
\r
sflags |= SND_VOLUME;\r
if (atten != 64)\r
sflags |= SND_ATTENUATION;\r
+ if (spd)\r
+ sflags |= SND_SPEEDUSHORT4000;\r
if (entno >= 8192)\r
sflags |= SND_LARGEENTITY;\r
if (idx >= 256)\r
WriteByte(dest, vol);\r
if (sflags & SND_ATTENUATION)\r
WriteByte(dest, atten);\r
+ if(sflags & SND_SPEEDUSHORT4000)\r
+ WriteShort(dest, spd * 4000);\r
if (sflags & SND_LARGEENTITY)\r
{\r
WriteShort(dest, entno);\r
WriteCoord(dest, o_y);\r
WriteCoord(dest, o_z);\r
}\r
-void soundto(float dest, entity e, float chan, string samp, float vol, float atten)\r
+void soundto(float dest, entity e, float chan, string samp, float vol, float atten, float spd)\r
{\r
vector o;\r
\r
return;\r
\r
o = e.origin + 0.5 * (e.mins + e.maxs);\r
- soundtoat(dest, e, o, chan, samp, vol, atten);\r
+ soundtoat(dest, e, o, chan, samp, vol, atten, spd);\r
}\r
-void soundat(entity e, vector o, float chan, string samp, float vol, float atten)\r
+void soundat(entity e, vector o, float chan, string samp, float vol, float atten, float spd)\r
{\r
- soundtoat(MSG_BROADCAST, e, o, chan, samp, vol, atten);\r
+ soundtoat(MSG_BROADCAST, e, o, chan, samp, vol, atten, spd);\r
}\r
void stopsoundto(float dest, entity e, float chan)\r
{\r
if (clienttype(e) == CLIENTTYPE_REAL)\r
{\r
msg_entity = e;\r
- soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE);\r
+ soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE, 0);\r
}\r
}\r
\r
\r
void precache()\r
{\r
+ float i;\r
+\r
// gamemode related things\r
precache_model ("models/misc/chatbubble.spr");\r
\r
{\r
PrecacheGlobalSound((globalsound_step = "misc/footstep0 6"));\r
PrecacheGlobalSound((globalsound_metalstep = "misc/metalfootstep0 6"));\r
-\r
- precache_sound("misc/macro_footstep.wav");\r
+ if(cvar("g_healthsize"))\r
+ precache_sound("misc/macro_footstep.wav");\r
}\r
\r
// gore and miscellaneous sounds\r
precache_sound ("misc/beep.wav");\r
PrecacheGlobalSound((globalsound_fall = "misc/hitground 4"));\r
PrecacheGlobalSound((globalsound_metalfall = "misc/metalhitground 4"));\r
+ if(cvar("g_healthsize"))\r
+ precache_sound("misc/macro_hitground.wav");\r
precache_sound ("misc/null.wav");\r
precache_sound ("misc/spawn.wav");\r
precache_sound ("misc/talk.wav");\r
// common weapon precaches\r
precache_sound ("weapons/weapon_switch.wav");\r
precache_sound ("weapons/weaponpickup.wav");\r
- precache_model ("models/weapons/w_displaydigit.md3");\r
\r
- float i;\r
+ // precache display digits\r
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
+ {\r
+ entity e;\r
+ float w;\r
+ e = get_weaponinfo(i);\r
+ for(w = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit1-", ftos(w) , ".md3")); w++)\r
+ precache_model (strcat("models/weapons/v_", e.netname, "_digit1-", ftos(w) , ".md3"));\r
+ for(w = 1; fexists(strcat("models/weapons/v_", e.netname, "_digit2-", ftos(w) , ".md3")); w++)\r
+ precache_model (strcat("models/weapons/v_", e.netname, "_digit2-", ftos(w) , ".md3"));\r
+ }\r
+\r
for(i = 0; i < 8; i += 1)\r
precache_sound (strcat("weapons/hit", ftos(i), ".wav"));\r
\r
p = pow(2, chan);\r
if (pl.soundentity.cnt & p)\r
return;\r
- soundtoat(MSG_ALL, pl.soundentity, gettaginfo(pl.soundentity, 0), chan, samp, vol, attn);\r
+ soundtoat(MSG_ALL, pl.soundentity, gettaginfo(pl.soundentity, 0), chan, samp, vol, attn, 0);\r
pl.soundentity.cnt |= p;\r
}\r
\r
e.think = defer_think;\r
e.nextthink = time + fdelay;\r
}\r
+\r
+// returns 1 if player is at minimum size and 0 if player is at normal size\r
+float playersize_micro(entity e)\r
+{\r
+ if(!cvar("g_healthsize"))\r
+ return 0;\r
+ return bound(0, (e.health / cvar("g_healthsize_center") - 1) / (cvar("g_healthsize_min") / cvar("g_healthsize_center") - 1), 1);\r
+}\r
+// returns 0 if player is at normal size and 1 if player is at maximum size\r
+float playersize_macro(entity e)\r
+{\r
+ if(!cvar("g_healthsize"))\r
+ return 0;\r
+ return 1 - bound(0, (e.health / cvar("g_healthsize_max") - 1) / (cvar("g_healthsize_center") / cvar("g_healthsize_max") - 1), 1);\r
+}\r