#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(DRYFIRE, W_Sound("dryfire")); 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 REGISTRY_GET(Sounds, SND_GRENADE_BOUNCE1.m_id + rint(random() * 5)); } SOUND(LASERIMPACT, W_Sound("laserimpact")); SOUND(NEXWHOOSH1, W_Sound("nexwhoosh1")); SOUND(NEXWHOOSH2, W_Sound("nexwhoosh2")); SOUND(NEXWHOOSH3, W_Sound("nexwhoosh3")); Sound SND_NEXWHOOSH_RANDOM() { 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(RIC1, W_Sound("ric1")); SOUND(RIC2, W_Sound("ric2")); SOUND(RIC3, W_Sound("ric3")); Sound SND_RIC_RANDOM() { return REGISTRY_GET(Sounds, SND_RIC1.m_id + rint(random() * 2)); } SOUND(ROCKET_IMPACT, W_Sound("rocket_impact")); // heavily used as a generic explosion sound SOUND(STRENGTH_FIRE, W_Sound("strength_fire")); SOUND(UNAVAILABLE, W_Sound("unavailable")); 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"); #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_GENERATOR_EXPLODE, W_Sound("grenade_impact")); 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(MON_GOLEM_LIGHTNING_IMPACT, W_Sound("electro_impact")); SOUND(FLACEXP1, W_Sound("hagexp1")); SOUND(FLACEXP2, W_Sound("hagexp2")); SOUND(FLACEXP3, W_Sound("hagexp3")); Sound SND_FLACEXP_RANDOM() { return REGISTRY_GET(Sounds, SND_FLACEXP1.m_id + rint(random() * 2)); } SOUND(TUR_PHASER, "turrets/phaser"); SOUND(TUR_PLASMA_IMPACT, W_Sound("electro_impact")); SOUND(TUR_WALKER_FIRE, W_Sound("hagar_fire")); 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_BUMBLEBEE_IMPACT, W_Sound("fireball_impact2")); SOUND(VEH_RACER_BOOST, "vehicles/racer_boost"); SOUND(VEH_RACER_IDLE, "vehicles/racer_idle"); SOUND(VEH_RACER_MOVE, "vehicles/racer_move"); SOUND(VEH_RACER_ROCKET_FLY, W_Sound("tag_rocket_fly")); 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(VEH_SPIDERBOT_MINIGUN_FIRE, W_Sound("uzi_fire")); SOUND(VEH_SPIDERBOT_ROCKET_FLY, W_Sound("tag_rocket_fly")); SOUND(VEH_SPIDERBOT_ROCKET_FIRE, W_Sound("rocket_fire")); SOUND(NADE_BEEP, "overkill/grenadebip"); // FIXME: unique sounds #define SND_NADE_BONUS SND_KH_ALARM //SOUND(NADE_BONUS, "kh/alarm"); #define SND_NADE_NAPALM_FIRE SND_FIREBALL_FIRE //SOUND(NADE_NAPALM_FIRE, W_Sound("fireball_fire")); #define SND_NADE_NAPALM_FLY SND_FIREBALL_FLY2 //SOUND(NADE_NAPALM_FLY, W_Sound("fireball_fly2")); 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 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(BLIND, "misc/blind"); SOUND(TELEPORT, "misc/teleport"); SOUND(INVSHOT, "misc/invshot"); SOUND(JETPACK_FLY, "misc/jetpack_fly");