#pragma once // Global list of sounds // TODO: remove uses of _sound #include "../teams.qh" string W_Sound(string w_snd); string Item_Sound(string it_snd); SOUND(ARC_FIRE, W_Sound("arc_fire")); SOUND(ARC_LOOP, W_Sound("arc_loop")); SOUND(ARC_LOOP_OVERHEAT, W_Sound("arc_loop_overheat")); SOUND(ARC_STOP, W_Sound("arc_stop")); SOUND(CAMPINGRIFLE_FIRE2, W_Sound("campingrifle_fire2")); SOUND(CAMPINGRIFLE_FIRE, W_Sound("campingrifle_fire")); SOUND(CRYLINK_FIRE2, W_Sound("crylink_fire2")); SOUND(CRYLINK_FIRE, W_Sound("crylink_fire")); SOUND(CRYLINK_IMPACT2, W_Sound("crylink_impact2")); SOUND(CRYLINK_IMPACT, W_Sound("crylink_impact")); SOUND(CRYLINK_LINKJOIN, W_Sound("crylink_linkjoin")); SOUND(DRYFIRE, W_Sound("dryfire")); SOUND(ELECTRO_BOUNCE, W_Sound("electro_bounce")); SOUND(ELECTRO_FIRE2, W_Sound("electro_fire2")); SOUND(ELECTRO_FIRE, W_Sound("electro_fire")); SOUND(ELECTRO_FLY, W_Sound("electro_fly")); SOUND(ELECTRO_IMPACT, W_Sound("electro_impact")); SOUND(ELECTRO_IMPACT_COMBO, W_Sound("electro_impact_combo")); SOUND(FIREBALL_FIRE2, W_Sound("fireball_fire2")); SOUND(FIREBALL_FIRE, W_Sound("fireball_fire")); SOUND(FIREBALL_FLY2, W_Sound("fireball_fly2")); SOUND(FIREBALL_FLY, W_Sound("fireball_fly")); SOUND(FIREBALL_IMPACT2, W_Sound("fireball_impact2")); SOUND(FIREBALL_PREFIRE2, W_Sound("fireball_prefire2")); SOUND(FLAC_FIRE, W_Sound("flac_fire")); SOUND(GRENADE_BOUNCE1, W_Sound("grenade_bounce1")); SOUND(GRENADE_BOUNCE2, W_Sound("grenade_bounce2")); SOUND(GRENADE_BOUNCE3, W_Sound("grenade_bounce3")); SOUND(GRENADE_BOUNCE4, W_Sound("grenade_bounce4")); SOUND(GRENADE_BOUNCE5, W_Sound("grenade_bounce5")); SOUND(GRENADE_BOUNCE6, W_Sound("grenade_bounce6")); Sound SND_GRENADE_BOUNCE_RANDOM() { return Sounds_from(SND_GRENADE_BOUNCE1.m_id + rint(random() * 5)); } SOUND(GRENADE_FIRE, W_Sound("grenade_fire")); SOUND(GRENADE_IMPACT, W_Sound("grenade_impact")); SOUND(GRENADE_STICK, W_Sound("grenade_stick")); SOUND(HAGAR_BEEP, W_Sound("hagar_beep")); SOUND(HAGAR_FIRE, W_Sound("hagar_fire")); SOUND(HAGAR_LOAD, W_Sound("hagar_load")); SOUND(HAGEXP1, W_Sound("hagexp1")); SOUND(HAGEXP2, W_Sound("hagexp2")); SOUND(HAGEXP3, W_Sound("hagexp3")); Sound SND_HAGEXP_RANDOM() { return Sounds_from(SND_HAGEXP1.m_id + rint(random() * 2)); } SOUND(HOOKBOMB_FIRE, W_Sound("hookbomb_fire")); SOUND(HOOKBOMB_IMPACT, W_Sound("hookbomb_impact")); SOUND(HOOK_FIRE, W_Sound("hook_fire")); SOUND(HOOK_IMPACT, W_Sound("hook_impact")); SOUND(LASERGUN_FIRE, W_Sound("lasergun_fire")); SOUND(LASERIMPACT, W_Sound("laserimpact")); SOUND(LGBEAM_FLY, W_Sound("lgbeam_fly")); SOUND(MINE_DET, W_Sound("mine_det")); SOUND(MINE_EXP, W_Sound("mine_exp")); SOUND(MINE_FIRE, W_Sound("mine_fire")); SOUND(MINE_STICK, W_Sound("mine_stick")); SOUND(MINE_TRIGGER, W_Sound("mine_trigger")); SOUND(MINSTANEXFIRE, W_Sound("minstanexfire")); SOUND(NEXCHARGE, W_Sound("nexcharge")); SOUND(NEXFIRE, W_Sound("nexfire")); SOUND(NEXIMPACT, W_Sound("neximpact")); SOUND(NEXWHOOSH1, W_Sound("nexwhoosh1")); SOUND(NEXWHOOSH2, W_Sound("nexwhoosh2")); SOUND(NEXWHOOSH3, W_Sound("nexwhoosh3")); Sound SND_NEXWHOOSH_RANDOM() { return Sounds_from(SND_NEXWHOOSH1.m_id + rint(random() * 2)); } SOUND(RELOAD, W_Sound("reload")); // until weapons have individual reload sounds, precache the reload sound here SOUND(RIC1, W_Sound("ric1")); SOUND(RIC2, W_Sound("ric2")); SOUND(RIC3, W_Sound("ric3")); Sound SND_RIC_RANDOM() { return Sounds_from(SND_RIC1.m_id + rint(random() * 2)); } SOUND(ROCKET_DET, W_Sound("rocket_det")); SOUND(ROCKET_FIRE, W_Sound("rocket_fire")); SOUND(ROCKET_FLY, W_Sound("rocket_fly")); SOUND(ROCKET_IMPACT, W_Sound("rocket_impact")); SOUND(ROCKET_MODE, W_Sound("rocket_mode")); SOUND(SEEKEREXP1, W_Sound("seekerexp1")); SOUND(SEEKEREXP2, W_Sound("seekerexp2")); SOUND(SEEKEREXP3, W_Sound("seekerexp3")); SOUND(SEEKER_FIRE, W_Sound("seeker_fire")); SOUND(SHOTGUN_FIRE, W_Sound("shotgun_fire")); SOUND(SHOTGUN_MELEE, W_Sound("shotgun_melee")); SOUND(STRENGTH_FIRE, W_Sound("strength_fire")); SOUND(TAGEXP1, W_Sound("tagexp1")); SOUND(TAGEXP2, W_Sound("tagexp2")); SOUND(TAGEXP3, W_Sound("tagexp3")); SOUND(TAG_FIRE, W_Sound("tag_fire")); SOUND(TAG_IMPACT, W_Sound("tag_impact")); SOUND(TAG_ROCKET_FLY, W_Sound("tag_rocket_fly")); SOUND(UNAVAILABLE, W_Sound("unavailable")); SOUND(UZI_FIRE, W_Sound("uzi_fire")); SOUND(WEAPONPICKUP, W_Sound("weaponpickup")); SOUND(WEAPONPICKUP_NEW_TOYS, W_Sound("weaponpickup_new_toys")); SOUND(WEAPON_SWITCH, W_Sound("weapon_switch")); SOUND(CTF_CAPTURE_NEUTRAL, "ctf/capture"); SOUND(CTF_CAPTURE_RED, "ctf/red_capture"); SOUND(CTF_CAPTURE_BLUE, "ctf/blue_capture"); SOUND(CTF_CAPTURE_YELLOW, "ctf/yellow_capture"); SOUND(CTF_CAPTURE_PINK, "ctf/pink_capture"); Sound SND_CTF_CAPTURE(int teamid) { switch (teamid) { case NUM_TEAM_1: return SND_CTF_CAPTURE_RED; case NUM_TEAM_2: return SND_CTF_CAPTURE_BLUE; case NUM_TEAM_3: return SND_CTF_CAPTURE_YELLOW; case NUM_TEAM_4: return SND_CTF_CAPTURE_PINK; default: return SND_CTF_CAPTURE_NEUTRAL; } } SOUND(CTF_DROPPED_NEUTRAL, "ctf/neutral_dropped"); SOUND(CTF_DROPPED_RED, "ctf/red_dropped"); SOUND(CTF_DROPPED_BLUE, "ctf/blue_dropped"); SOUND(CTF_DROPPED_YELLOW, "ctf/yellow_dropped"); SOUND(CTF_DROPPED_PINK, "ctf/pink_dropped"); Sound SND_CTF_DROPPED(int teamid) { switch (teamid) { case NUM_TEAM_1: return SND_CTF_DROPPED_RED; case NUM_TEAM_2: return SND_CTF_DROPPED_BLUE; case NUM_TEAM_3: return SND_CTF_DROPPED_YELLOW; case NUM_TEAM_4: return SND_CTF_DROPPED_PINK; default: return SND_CTF_DROPPED_NEUTRAL; } } SOUND(CTF_PASS, "ctf/pass"); SOUND(CTF_RESPAWN, "ctf/flag_respawn"); SOUND(CTF_RETURNED_NEUTRAL, "ctf/return"); SOUND(CTF_RETURNED_RED, "ctf/red_returned"); SOUND(CTF_RETURNED_BLUE, "ctf/blue_returned"); SOUND(CTF_RETURNED_YELLOW, "ctf/yellow_returned"); SOUND(CTF_RETURNED_PINK, "ctf/pink_returned"); Sound SND_CTF_RETURNED(int teamid) { switch (teamid) { case NUM_TEAM_1: return SND_CTF_RETURNED_RED; case NUM_TEAM_2: return SND_CTF_RETURNED_BLUE; case NUM_TEAM_3: return SND_CTF_RETURNED_YELLOW; case NUM_TEAM_4: return SND_CTF_RETURNED_PINK; default: return SND_CTF_RETURNED_NEUTRAL; } } SOUND(CTF_TAKEN_NEUTRAL, "ctf/neutral_taken"); SOUND(CTF_TAKEN_RED, "ctf/red_taken"); SOUND(CTF_TAKEN_BLUE, "ctf/blue_taken"); SOUND(CTF_TAKEN_YELLOW, "ctf/yellow_taken"); SOUND(CTF_TAKEN_PINK, "ctf/pink_taken"); Sound SND_CTF_TAKEN(int teamid) { switch (teamid) { case NUM_TEAM_1: return SND_CTF_TAKEN_RED; case NUM_TEAM_2: return SND_CTF_TAKEN_BLUE; case NUM_TEAM_3: return SND_CTF_TAKEN_YELLOW; case NUM_TEAM_4: return SND_CTF_TAKEN_PINK; default: return SND_CTF_TAKEN_NEUTRAL; } } SOUND(CTF_TOUCH, "ctf/touch"); SOUND(DOM_CLAIM, "domination/claim"); SOUND(KA_DROPPED, "keepaway/dropped"); SOUND(KA_PICKEDUP, "keepaway/pickedup"); SOUND(KA_RESPAWN, "keepaway/respawn"); SOUND(KA_TOUCH, "keepaway/touch"); SOUND(KH_ALARM, "kh/alarm"); SOUND(KH_CAPTURE, "kh/capture"); SOUND(KH_COLLECT, "kh/collect"); SOUND(KH_DESTROY, "kh/destroy"); SOUND(KH_DROP, "kh/drop"); SOUND(NB_BOUNCE, "nexball/bounce"); SOUND(NB_DROP, "nexball/drop"); SOUND(NB_SHOOT1, "nexball/shoot1"); SOUND(NB_SHOOT2, "nexball/shoot2"); SOUND(NB_STEAL, "nexball/steal"); SOUND(ONS_CONTROLPOINT_BUILD, "onslaught/controlpoint_build"); SOUND(ONS_CONTROLPOINT_BUILT, "onslaught/controlpoint_built"); SOUND(ONS_CONTROLPOINT_UNDERATTACK, "onslaught/controlpoint_underattack"); SOUND(ONS_DAMAGEBLOCKEDBYSHIELD, "onslaught/damageblockedbyshield"); SOUND(ONS_ELECTRICITY_EXPLODE, "onslaught/electricity_explode"); SOUND(ONS_GENERATOR_DECAY, "onslaught/generator_decay"); SOUND(ONS_GENERATOR_UNDERATTACK, "onslaught/generator_underattack"); SOUND(ONS_HIT1, "onslaught/ons_hit1"); SOUND(ONS_HIT2, "onslaught/ons_hit2"); SOUND(ONS_SPARK1, "onslaught/ons_spark1"); SOUND(ONS_SPARK2, "onslaught/ons_spark2"); SOUND(ONS_SHOCKWAVE, "onslaught/shockwave"); SOUND(PORTO_BOUNCE, "porto/bounce"); SOUND(PORTO_CREATE, "porto/create"); SOUND(PORTO_EXPIRE, "porto/expire"); SOUND(PORTO_EXPLODE, "porto/explode"); SOUND(PORTO_FIRE, "porto/fire"); SOUND(PORTO_UNSUPPORTED, "porto/unsupported"); SOUND(TUR_PHASER, "turrets/phaser"); SOUND(VEH_ALARM, "vehicles/alarm"); SOUND(VEH_ALARM_SHIELD, "vehicles/alarm_shield"); SOUND(VEH_MISSILE_ALARM, "vehicles/missile_alarm"); SOUND(VEH_BUMBLEBEE_FIRE, W_Sound("flacexp3")); SOUND(VEH_RACER_BOOST, "vehicles/racer_boost"); SOUND(VEH_RACER_IDLE, "vehicles/racer_idle"); SOUND(VEH_RACER_MOVE, "vehicles/racer_move"); SOUND(VEH_RAPTOR_FLY, "vehicles/raptor_fly"); SOUND(VEH_RAPTOR_SPEED, "vehicles/raptor_speed"); SOUND(VEH_SPIDERBOT_DIE, "vehicles/spiderbot_die"); SOUND(VEH_SPIDERBOT_IDLE, "vehicles/spiderbot_idle"); SOUND(VEH_SPIDERBOT_JUMP, "vehicles/spiderbot_jump"); SOUND(VEH_SPIDERBOT_LAND, "vehicles/spiderbot_land"); SOUND(VEH_SPIDERBOT_STRAFE, "vehicles/spiderbot_strafe"); SOUND(VEH_SPIDERBOT_WALK, "vehicles/spiderbot_walk"); SOUND(NADE_BEEP, "overkill/grenadebip"); SOUND(BUFF_LOST, "relics/relic_effect"); SOUND(POWEROFF, Item_Sound("poweroff")); SOUND(POWERUP, Item_Sound("powerup")); SOUND(SHIELD_RESPAWN, Item_Sound("shield_respawn")); SOUND(STRENGTH_RESPAWN, Item_Sound("strength_respawn")); SOUND(ARMOR25, Item_Sound("armor25")); SOUND(ARMORIMPACT, "misc/armorimpact"); SOUND(BODYIMPACT1, "misc/bodyimpact1"); SOUND(BODYIMPACT2, "misc/bodyimpact2"); SOUND(ITEMPICKUP, Item_Sound("itempickup")); SOUND(ITEMRESPAWNCOUNTDOWN, Item_Sound("itemrespawncountdown")); SOUND(ITEMRESPAWN, Item_Sound("itemrespawn")); SOUND(MEGAHEALTH, Item_Sound("megahealth")); SOUND(LAVA, "player/lava"); SOUND(SLIME, "player/slime"); SOUND(GIB, "misc/gib"); SOUND(GIB_SPLAT01, "misc/gib_splat01"); SOUND(GIB_SPLAT02, "misc/gib_splat02"); SOUND(GIB_SPLAT03, "misc/gib_splat03"); SOUND(GIB_SPLAT04, "misc/gib_splat04"); Sound SND_GIB_SPLAT_RANDOM() { return Sounds_from(SND_GIB_SPLAT01.m_id + floor(prandom() * 4)); } SOUND(HIT, "misc/hit"); SOUND(TYPEHIT, "misc/typehit"); SOUND(KILL, "misc/kill"); SOUND(SPAWN, "misc/spawn"); SOUND(TALK, "misc/talk"); SOUND(TELEPORT, "misc/teleport"); SOUND(INVSHOT, "misc/invshot"); SOUND(JETPACK_FLY, "misc/jetpack_fly");