diff options
Diffstat (limited to 'src/strife/p_enemy.c')
-rw-r--r-- | src/strife/p_enemy.c | 73 |
1 files changed, 34 insertions, 39 deletions
diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c index 8c7d60c6..cea20b23 100644 --- a/src/strife/p_enemy.c +++ b/src/strife/p_enemy.c @@ -635,15 +635,15 @@ void A_Look (mobj_t* actor) switch (actor->info->seesound) { - case sfx_posit1: - case sfx_posit2: - case sfx_posit3: - sound = sfx_posit1+P_Random()%3; + case sfx_pespna: // villsa [STRIFE] TODO - fix sounds + case sfx_pespnb: // villsa [STRIFE] TODO - fix sounds + case sfx_pespnc: // villsa [STRIFE] TODO - fix sounds + sound = sfx_pespna+P_Random()%3; // villsa [STRIFE] TODO - fix sounds break; - case sfx_bgsit1: - case sfx_bgsit2: - sound = sfx_bgsit1+P_Random()%2; + case sfx_agrac1: // villsa [STRIFE] TODO - fix sounds + case sfx_agrac2: // villsa [STRIFE] TODO - fix sounds + sound = sfx_agrac1+P_Random()%2; // villsa [STRIFE] TODO - fix sounds break; default: @@ -813,7 +813,7 @@ void A_PosAttack (mobj_t* actor) angle = actor->angle; slope = P_AimLineAttack (actor, angle, MISSILERANGE); - S_StartSound (actor, sfx_pistol); + S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds angle += (P_Random()-P_Random())<<20; damage = ((P_Random()%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); @@ -830,7 +830,7 @@ void A_SPosAttack (mobj_t* actor) if (!actor->target) return; - S_StartSound (actor, sfx_shotgn); + S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); @@ -853,7 +853,7 @@ void A_CPosAttack (mobj_t* actor) if (!actor->target) return; - S_StartSound (actor, sfx_shotgn); + S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); @@ -921,7 +921,7 @@ void A_TroopAttack (mobj_t* actor) A_FaceTarget (actor); if (P_CheckMeleeRange (actor)) { - S_StartSound (actor, sfx_claw); + S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds damage = (P_Random()%8+1)*3; P_DamageMobj (actor->target, actor, actor, damage); return; @@ -986,7 +986,7 @@ void A_BruisAttack (mobj_t* actor) if (P_CheckMeleeRange (actor)) { - S_StartSound (actor, sfx_claw); + S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds damage = (P_Random()%8+1)*10; P_DamageMobj (actor->target, actor, actor, damage); return; @@ -1096,7 +1096,7 @@ void A_SkelWhoosh (mobj_t* actor) if (!actor->target) return; A_FaceTarget (actor); - S_StartSound (actor,sfx_skeswg); + S_StartSound (actor,sfx_swish); // villsa [STRIFE] TODO - fix sounds } void A_SkelFist (mobj_t* actor) @@ -1111,7 +1111,7 @@ void A_SkelFist (mobj_t* actor) if (P_CheckMeleeRange (actor)) { damage = ((P_Random()%10)+1)*6; - S_StartSound (actor, sfx_skepch); + S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds P_DamageMobj (actor->target, actor, actor, damage); } } @@ -1233,7 +1233,7 @@ void A_VileChase (mobj_t* actor) // void A_VileStart (mobj_t* actor) { - S_StartSound (actor, sfx_vilatk); + S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds } @@ -1245,13 +1245,13 @@ void A_Fire (mobj_t* actor); void A_StartFire (mobj_t* actor) { - S_StartSound(actor,sfx_flamst); + S_StartSound(actor,sfx_swish); // villsa [STRIFE] TODO - fix sounds A_Fire(actor); } void A_FireCrackle (mobj_t* actor) { - S_StartSound(actor,sfx_flame); + S_StartSound(actor,sfx_swish); // villsa [STRIFE] TODO - fix sounds A_Fire(actor); } @@ -1355,7 +1355,7 @@ void A_VileAttack (mobj_t* actor) void A_FatRaise (mobj_t *actor) { A_FaceTarget (actor); - S_StartSound (actor, sfx_manatk); + S_StartSound (actor, sfx_swish); // villsa [STRIFE] TODO - fix sounds } @@ -1553,15 +1553,10 @@ void A_Scream (mobj_t* actor) case 0: return; - case sfx_podth1: - case sfx_podth2: - case sfx_podth3: - sound = sfx_podth1 + P_Random ()%3; - break; - - case sfx_bgdth1: - case sfx_bgdth2: - sound = sfx_bgdth1 + P_Random ()%2; + case sfx_agrac1: // villsa [STRIFE] TODO - fix sounds + case sfx_agrac2: // villsa [STRIFE] TODO - fix sounds + case sfx_agrac3: // villsa [STRIFE] TODO - fix sounds + sound = sfx_agrac1 + P_Random ()%3; // villsa [STRIFE] TODO - fix sounds break; default: @@ -1772,19 +1767,19 @@ void A_BossDeath (mobj_t* mo) void A_Hoof (mobj_t* mo) { - S_StartSound (mo, sfx_hoof); + S_StartSound (mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds A_Chase (mo); } void A_Metal (mobj_t* mo) { - S_StartSound (mo, sfx_metal); + S_StartSound (mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds A_Chase (mo); } void A_BabyMetal (mobj_t* mo) { - S_StartSound (mo, sfx_bspwlk); + S_StartSound (mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds A_Chase (mo); } @@ -1793,7 +1788,7 @@ A_OpenShotgun2 ( player_t* player, pspdef_t* psp ) { - S_StartSound (player->mo, sfx_dbopn); + S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds } void @@ -1801,7 +1796,7 @@ A_LoadShotgun2 ( player_t* player, pspdef_t* psp ) { - S_StartSound (player->mo, sfx_dbload); + S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds } void @@ -1814,7 +1809,7 @@ A_CloseShotgun2 ( player_t* player, pspdef_t* psp ) { - S_StartSound (player->mo, sfx_dbcls); + S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds A_ReFire(player,psp); } @@ -1850,13 +1845,13 @@ void A_BrainAwake (mobj_t* mo) } } - S_StartSound (NULL,sfx_bossit); + S_StartSound (NULL,sfx_swish); // villsa [STRIFE] TODO - fix sounds } void A_BrainPain (mobj_t* mo) { - S_StartSound (NULL,sfx_bospn); + S_StartSound (NULL,sfx_swish); // villsa [STRIFE] TODO - fix sounds } @@ -1881,7 +1876,7 @@ void A_BrainScream (mobj_t* mo) th->tics = 1; } - S_StartSound (NULL,sfx_bosdth); + S_StartSound (NULL,sfx_swish); // villsa [STRIFE] TODO - fix sounds } @@ -1933,7 +1928,7 @@ void A_BrainSpit (mobj_t* mo) newmobj->reactiontime = ((targ->y - mo->y)/newmobj->momy) / newmobj->state->tics; - S_StartSound(NULL, sfx_bospit); + S_StartSound(NULL, sfx_swish); // villsa [STRIFE] TODO - fix sounds } @@ -1943,7 +1938,7 @@ void A_SpawnFly (mobj_t* mo); // travelling cube sound void A_SpawnSound (mobj_t* mo) { - S_StartSound (mo,sfx_boscub); + S_StartSound (mo,sfx_swish); // villsa [STRIFE] TODO - fix sounds A_SpawnFly(mo); } @@ -2015,7 +2010,7 @@ void A_PlayerScream (mobj_t* mo) { // IF THE PLAYER DIES // LESS THAN -50% WITHOUT GIBBING - sound = sfx_pdiehi; + sound = sfx_swish; // villsa [STRIFE] TODO - fix sounds } S_StartSound (mo, sound); |