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added pickup sounds for health and armor. added sounds for weapon respawn
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c6b013443d
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@ -122,6 +122,24 @@ sounds {
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"data/audio/hook_attach-02.wav"
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"data/audio/hook_attach-02.wav"
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"data/audio/hook_attach-03.wav"
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"data/audio/hook_attach-03.wav"
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}
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}
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pickup_health {
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"data/audio/sfx_pickup_hrt-01.wav"
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"data/audio/sfx_pickup_hrt-02.wav"
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}
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pickup_armor {
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"data/audio/sfx_pickup_arm-01.wav"
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"data/audio/sfx_pickup_arm-02.wav"
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"data/audio/sfx_pickup_arm-03.wav"
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"data/audio/sfx_pickup_arm-04.wav"
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}
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weapon_spawn {
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"data/audio/sfx_spawn_wpn-01.wav"
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"data/audio/sfx_spawn_wpn-02.wav"
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"data/audio/sfx_spawn_wpn-03.wav"
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}
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}
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}
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@ -1393,7 +1393,13 @@ void powerup::tick()
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if(spawntick > 0)
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if(spawntick > 0)
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{
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{
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if(server_tick() > spawntick)
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if(server_tick() > spawntick)
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{
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// respawn
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spawntick = -1;
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spawntick = -1;
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if(type == POWERUP_WEAPON)
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create_sound(pos, SOUND_WEAPON_SPAWN, 0);
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}
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else
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else
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return;
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return;
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}
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}
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@ -1409,6 +1415,7 @@ void powerup::tick()
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case POWERUP_HEALTH:
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case POWERUP_HEALTH:
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if(pplayer->health < data->playerinfo[gameobj.gametype].maxhealth)
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if(pplayer->health < data->playerinfo[gameobj.gametype].maxhealth)
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{
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{
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create_sound(pos, SOUND_PICKUP_HEALTH, 0);
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pplayer->health = min((int)data->playerinfo[gameobj.gametype].maxhealth, pplayer->health + data->powerupinfo[type].amount);
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pplayer->health = min((int)data->playerinfo[gameobj.gametype].maxhealth, pplayer->health + data->powerupinfo[type].amount);
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respawntime = data->powerupinfo[type].respawntime;
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respawntime = data->powerupinfo[type].respawntime;
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}
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}
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@ -1416,6 +1423,7 @@ void powerup::tick()
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case POWERUP_ARMOR:
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case POWERUP_ARMOR:
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if(pplayer->armor < data->playerinfo[gameobj.gametype].maxarmor)
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if(pplayer->armor < data->playerinfo[gameobj.gametype].maxarmor)
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{
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{
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create_sound(pos, SOUND_PICKUP_ARMOR, 0);
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pplayer->armor = min((int)data->playerinfo[gameobj.gametype].maxarmor, pplayer->armor + data->powerupinfo[type].amount);
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pplayer->armor = min((int)data->playerinfo[gameobj.gametype].maxarmor, pplayer->armor + data->powerupinfo[type].amount);
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respawntime = data->powerupinfo[type].respawntime;
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respawntime = data->powerupinfo[type].respawntime;
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}
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}
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