+#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(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));
+ return REGISTRY_GET(Sounds, SND_GRENADE_BOUNCE1.m_id + rint(random() * 5));
}
SOUND(GRENADE_FIRE, W_Sound("grenade_fire"));
SOUND(GRENADE_IMPACT, W_Sound("grenade_impact"));
SOUND(HAGEXP2, W_Sound("hagexp2"));
SOUND(HAGEXP3, W_Sound("hagexp3"));
Sound SND_HAGEXP_RANDOM() {
- return Sounds_from(SND_HAGEXP1.m_id + rint(random() * 2));
+ return REGISTRY_GET(Sounds, SND_HAGEXP1.m_id + rint(random() * 2));
}
SOUND(HOOKBOMB_FIRE, W_Sound("hookbomb_fire"));
SOUND(NEXWHOOSH2, W_Sound("nexwhoosh2"));
SOUND(NEXWHOOSH3, W_Sound("nexwhoosh3"));
Sound SND_NEXWHOOSH_RANDOM() {
- return Sounds_from(SND_NEXWHOOSH1.m_id + rint(random() * 2));
+ return REGISTRY_GET(Sounds, SND_NEXWHOOSH1.m_id + rint(random() * 2));
}
SOUND(RELOAD, W_Sound("reload")); // until weapons have individual reload sounds, precache the reload sound here
SOUND(RIC2, W_Sound("ric2"));
SOUND(RIC3, W_Sound("ric3"));
Sound SND_RIC_RANDOM() {
- return Sounds_from(SND_RIC1.m_id + rint(random() * 2));
+ return REGISTRY_GET(Sounds, SND_RIC1.m_id + rint(random() * 2));
}
SOUND(ROCKET_DET, W_Sound("rocket_det"));
SOUND(ONS_CONTROLPOINT_UNDERATTACK, "onslaught/controlpoint_underattack");
SOUND(ONS_DAMAGEBLOCKEDBYSHIELD, "onslaught/damageblockedbyshield");
SOUND(ONS_ELECTRICITY_EXPLODE, "onslaught/electricity_explode");
+#define SND_ONS_GENERATOR_ALARM SND_KH_ALARM
+//SOUND(ONS_GENERATOR_ALARM, "kh/alarm"); // FIXME: unique sound
SOUND(ONS_GENERATOR_DECAY, "onslaught/generator_decay");
SOUND(ONS_GENERATOR_UNDERATTACK, "onslaught/generator_underattack");
SOUND(ONS_HIT1, "onslaught/ons_hit1");
SOUND(VEH_SPIDERBOT_WALK, "vehicles/spiderbot_walk");
SOUND(NADE_BEEP, "overkill/grenadebip");
+#define SND_NADE_BONUS SND_KH_ALARM
+//SOUND(NADE_BONUS, "kh/alarm"); // FIXME: unique sound
SOUND(BUFF_LOST, "relics/relic_effect");
-SOUND(POWEROFF, "misc/poweroff");
-SOUND(POWERUP, "misc/powerup");
-SOUND(SHIELD_RESPAWN, "misc/shield_respawn");
-SOUND(STRENGTH_RESPAWN, "misc/strength_respawn");
+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, "misc/armor25");
+SOUND(ARMOR25, Item_Sound("armor25"));
SOUND(ARMORIMPACT, "misc/armorimpact");
SOUND(BODYIMPACT1, "misc/bodyimpact1");
SOUND(BODYIMPACT2, "misc/bodyimpact2");
-SOUND(ITEMPICKUP, "misc/itempickup");
-SOUND(ITEMRESPAWNCOUNTDOWN, "misc/itemrespawncountdown");
-SOUND(ITEMRESPAWN, "misc/itemrespawn");
-SOUND(MEGAHEALTH, "misc/megahealth");
+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_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));
+ return REGISTRY_GET(Sounds, 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(TALK2, "misc/talk2");
SOUND(TELEPORT, "misc/teleport");