Author Topic: Q2 Source Code - Question  (Read 2772 times)

Offline decino

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Q2 Source Code - Question
« on: October 25, 2008, 06:53:01 AM »
[Maybe a dumb question]

Where do i find the firing sounds of the weapons? (blastf1a, shotgf1b etc...) I can only find them at precache, but when i change that nothing happens.
Thanks.

 :grinelectric:
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Offline QwazyWabbit

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Re: Q2 Source Code - Question
« Reply #1 on: October 25, 2008, 08:46:43 AM »
Are you asking where are the files or where are they configured in the weapons?

The files can be real files or they can be inside the PAK files.
The weapons are configured in the game DLL, in the weapon g_item structures, for example:

Code: [Select]
gitem_t gI_weapon_blaster =
{
"weapon_blaster",
NULL,
Use_Weapon,
NULL,
Weapon_Blaster,
"misc/w_pkup.wav",
NULL, 0,
"models/weapons/v_blast/tris.md2",
/* icon */ "w_blaster",
/* pickup */ "Blaster",
0,
0,
NULL,
IT_WEAPON|IT_STAY_COOP,
NULL,
0,
/* precache */ "weapons/blastf1a.wav misc/lasfly.wav"
};

Client side sounds are also configured in cl_fx.c in the CL_ParseMuzzleFlash function.
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Offline decino

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Re: Q2 Source Code - Question
« Reply #2 on: October 25, 2008, 04:05:23 PM »
Thanks, i found them at cl_fx.c  :beer:
« Last Edit: October 25, 2008, 04:08:09 PM by decino »
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Offline decino

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Re: Q2 Source Code - Question
« Reply #3 on: October 25, 2008, 05:01:54 PM »
But how do i compile it along with the game.dsp? It's in another folder  :uhoh:

(C++ noob here)
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Offline QwazyWabbit

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Re: Q2 Source Code - Question
« Reply #4 on: October 25, 2008, 08:30:20 PM »
cl_fx.c is part of the client code not the game DLL. The game DLL controls the game when running as a server.
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