Load weapon sounds with zonebuilder
This commit is contained in:
parent
d98cfb55cb
commit
1fe241c7e5
@ -15,9 +15,9 @@ namespace Assets
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
|
void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
|
||||||
{
|
{
|
||||||
Game::WeaponCompleteDef* asset = header.weapon;
|
Game::WeaponCompleteDef* asset = header.weapon;
|
||||||
|
|
||||||
// convert all script strings
|
// convert all script strings
|
||||||
if (asset->hideTags)
|
if (asset->hideTags)
|
||||||
@ -64,7 +64,7 @@ namespace Assets
|
|||||||
builder->addScriptString(asset->weapDef->notetrackRumbleMapValues[i]);
|
builder->addScriptString(asset->weapDef->notetrackRumbleMapValues[i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// now load all sub-assets properly
|
// now load all sub-assets properly
|
||||||
if (asset->killIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon);
|
if (asset->killIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon);
|
||||||
@ -119,7 +119,75 @@ namespace Assets
|
|||||||
if (asset->weapDef->projBeaconEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projBeaconEffect);
|
if (asset->weapDef->projBeaconEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projBeaconEffect);
|
||||||
if (asset->weapDef->projIgnitionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projIgnitionEffect);
|
if (asset->weapDef->projIgnitionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projIgnitionEffect);
|
||||||
if (asset->weapDef->turretOverheatEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->turretOverheatEffect);
|
if (asset->weapDef->turretOverheatEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->turretOverheatEffect);
|
||||||
}
|
|
||||||
|
#define LoadWeapSound(sound) if (asset->weapDef->##sound##) builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, asset->weapDef->##sound##)
|
||||||
|
|
||||||
|
LoadWeapSound(pickupSound);
|
||||||
|
LoadWeapSound(pickupSoundPlayer);
|
||||||
|
LoadWeapSound(ammoPickupSound);
|
||||||
|
LoadWeapSound(ammoPickupSoundPlayer);
|
||||||
|
LoadWeapSound(projectileSound);
|
||||||
|
LoadWeapSound(pullbackSound);
|
||||||
|
LoadWeapSound(pullbackSoundPlayer);
|
||||||
|
LoadWeapSound(fireSound);
|
||||||
|
LoadWeapSound(fireSoundPlayer);
|
||||||
|
LoadWeapSound(fireSoundPlayerAkimbo);
|
||||||
|
LoadWeapSound(fireLoopSound);
|
||||||
|
LoadWeapSound(fireLoopSoundPlayer);
|
||||||
|
LoadWeapSound(fireStopSound);
|
||||||
|
LoadWeapSound(fireStopSoundPlayer);
|
||||||
|
LoadWeapSound(fireLastSound);
|
||||||
|
LoadWeapSound(fireLastSoundPlayer);
|
||||||
|
LoadWeapSound(emptyFireSound);
|
||||||
|
LoadWeapSound(emptyFireSoundPlayer);
|
||||||
|
LoadWeapSound(meleeSwipeSound);
|
||||||
|
LoadWeapSound(meleeSwipeSoundPlayer);
|
||||||
|
LoadWeapSound(meleeHitSound);
|
||||||
|
LoadWeapSound(meleeMissSound);
|
||||||
|
LoadWeapSound(rechamberSound);
|
||||||
|
LoadWeapSound(rechamberSoundPlayer);
|
||||||
|
LoadWeapSound(reloadSound);
|
||||||
|
LoadWeapSound(reloadSoundPlayer);
|
||||||
|
LoadWeapSound(reloadEmptySound);
|
||||||
|
LoadWeapSound(reloadEmptySoundPlayer);
|
||||||
|
LoadWeapSound(reloadStartSound);
|
||||||
|
LoadWeapSound(reloadStartSoundPlayer);
|
||||||
|
LoadWeapSound(reloadEndSound);
|
||||||
|
LoadWeapSound(reloadEndSoundPlayer);
|
||||||
|
LoadWeapSound(detonateSound);
|
||||||
|
LoadWeapSound(detonateSoundPlayer);
|
||||||
|
LoadWeapSound(nightVisionWearSound);
|
||||||
|
LoadWeapSound(nightVisionWearSoundPlayer);
|
||||||
|
LoadWeapSound(nightVisionRemoveSound);
|
||||||
|
LoadWeapSound(nightVisionRemoveSoundPlayer);
|
||||||
|
LoadWeapSound(altSwitchSound);
|
||||||
|
LoadWeapSound(altSwitchSoundPlayer);
|
||||||
|
LoadWeapSound(raiseSound);
|
||||||
|
LoadWeapSound(raiseSoundPlayer);
|
||||||
|
LoadWeapSound(firstRaiseSound);
|
||||||
|
LoadWeapSound(firstRaiseSoundPlayer);
|
||||||
|
LoadWeapSound(putawaySound);
|
||||||
|
LoadWeapSound(putawaySoundPlayer);
|
||||||
|
LoadWeapSound(scanSound);
|
||||||
|
|
||||||
|
// No idea how to handle this!
|
||||||
|
//if (asset->weapDef->bounceSound && *asset->weapDef->bounceSound) builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, *asset->weapDef->bounceSound);
|
||||||
|
|
||||||
|
LoadWeapSound(projExplosionSound);
|
||||||
|
LoadWeapSound(projDudSound);
|
||||||
|
LoadWeapSound(projIgnitionSound);
|
||||||
|
LoadWeapSound(turretOverheatSound);
|
||||||
|
LoadWeapSound(turretBarrelSpinMaxSnd);
|
||||||
|
|
||||||
|
for (size_t i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
LoadWeapSound(turretBarrelSpinUpSnd[i]);
|
||||||
|
LoadWeapSound(turretBarrelSpinDownSnd[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
LoadWeapSound(missileConeSoundAlias);
|
||||||
|
LoadWeapSound(missileConeSoundAliasAtBase);
|
||||||
|
}
|
||||||
|
|
||||||
void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
|
void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user