]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Add warning sound to hagar secondary load
authorSamual <samual@xonotic.org>
Fri, 30 Sep 2011 17:55:35 +0000 (13:55 -0400)
committerSamual <samual@xonotic.org>
Fri, 30 Sep 2011 17:55:35 +0000 (13:55 -0400)
qcsrc/server/w_hagar.qc

index 6b34b40cb48cd67bc443455d71b72df171a14ba4..dc2c11c9e595a83a211ebe38fd74929bf58f0c8b 100644 (file)
@@ -149,7 +149,7 @@ void W_Hagar_Attack2 (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-.float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
+.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
 void W_Hagar_Attack2_Load_Release (void)
 {
        // time to release the rockets we've loaded
@@ -297,6 +297,18 @@ void W_Hagar_Attack2_Load (void)
 
        if(self.hagar_load)
        {
+               // play warning sound if we're about to release
+               if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
+               {
+                       if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
+                       {
+                               // we're about to automatically release after holding time, play a beep sound to notify the player
+                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               self.hagar_warning = TRUE;
+                       }
+               }
+               
+               // release if player let go of button or if they've held it in too long
                if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
                {
                        self.weaponentity.state = WS_READY;
@@ -306,6 +318,7 @@ void W_Hagar_Attack2_Load (void)
        else
        {
                self.hagar_loadbeep = FALSE;
+               self.hagar_warning = FALSE;
        }
 
        // we aren't checking ammo during an attack, so we must do it here