Re: Make sound on triplaser mode
Bump, someone know?
Is in this part or not?
PHP Code:
case TRIP_ATTACHED: { static loop[6][2] = { {2, 1}, {2, -1}, {0, 1}, {0, -1}, {1, 1}, {1, -1} } // Search in order: +Z axis -Z axis +X axis -X axis +Y axis -Y axis for (new i; i < 6; i++) { xs_vec_copy(origin, point) point[loop[i][0]] = origin[loop[i][0]] + (2.0 * float(loop[i][1])) engfunc(EngFunc_TraceLine, origin, point, IGNORE_MONSTERS, ent, g_ptrace[TH_TRIP]) get_tr2(g_ptrace[TH_TRIP], TR_flFraction, fraction) if (fraction < 1.0) { hit = get_tr2(g_ptrace[TH_TRIP], TR_pHit) if (!is_attachable_surface(hit)) { set_grenade_type(ent, NADE_DUD) return HAM_IGNORED } get_tr2(g_ptrace[TH_TRIP], TR_vecPlaneNormal, normal) set_trip_grenade_attached_to(ent, hit) // Calculate and store fly velocity. xs_vec_mul_scalar(normal, fly_speed, temp) set_trip_grenade_fly_velocity(ent, temp) // Calculate and store endpoint. xs_vec_mul_scalar(normal, detect_distance, temp) xs_vec_add(temp, origin, end) // Trace to it engfunc(EngFunc_TraceLine, origin, end, IGNORE_MONSTERS, ent, g_ptrace[TH_TRIP]) get_tr2(g_ptrace[TH_TRIP], TR_flFraction, fraction) // Final endpoint with no possible wall collision xs_vec_mul_scalar(normal, (detect_distance * fraction), temp) xs_vec_add(temp, origin, end) set_trip_grenade_end_origin(ent, end) xs_vec_mul_scalar(temp, 0.5, temp) xs_vec_add(temp, origin, temp) set_trip_grenade_middle_origin(ent, temp) set_trip_grenade_arm_time(ent, arm_time) play_sound(ent, DEPLOY) entity_set_vector(ent, EV_VEC_velocity, Float:{0.0, 0.0, 0.0}) // Stop if from moving entity_set_int(ent, EV_INT_sequence, 0) // Otherwise, grenade might make wierd motions. vector_to_angle(normal, normal) entity_set_vector(ent, EV_VEC_angles, normal) set_trip_grenade_mode(ent, TRIP_WAITING) set_task(0.1, "trip_activation", ent) return HAM_IGNORED } } // If we reach here, we have serious problems. This means that the grenade hit something like a func_breakable // that disappeared before the scan was able to take place. Now, the grenade is floating in mid air. So we just // kaboom it!!! make_explode(ent) if (NadeRace:get_grenade_race(ent) == GRENADE_SMOKEGREN) { entity_set_int(ent, EV_INT_flags, entity_get_int(ent, EV_INT_flags) | FL_ONGROUND) } return HAM_IGNORED }
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