Fixed/inserted various hit sounds.

Felix Wagner 2012-04-03 18:20:41 +01:00
parent 4a40d7782c
commit 38af458e05
32 changed files with 75 additions and 25 deletions

View File

@ -2,7 +2,7 @@
protected func Hit()
{
Sound("SoftHit1");
Sound("GeneralHit?");
}
public func IsOvenProduct() { return true; }

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@ -2,7 +2,7 @@
func Hit()
{
Sound("WoodHit?");
Sound("GeneralHit?");
}
/* Eating */

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@ -2,7 +2,7 @@
protected func Hit()
{
Sound("SoftHit1");
Sound("GeneralHit?");
}
public func IsWindmillProduct() { return true; }

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@ -11,7 +11,7 @@ protected func Hit()
{
CastPXS("Earth", 200, 18);
Sound("EarthHit?");
Sound("GeneralHit?");
RemoveObject();
return 1;
}

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@ -2,7 +2,7 @@
protected func Hit()
{
Sound("MetalHit?");
Sound("GeneralHit?");
return 1;
}

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@ -18,7 +18,7 @@ protected func Construction()
// Impact sound
func Hit()
{
Sound("WoodHit");
Sound("GeneralHit?");
}
// Item activation

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@ -29,7 +29,7 @@ public func ControlUse(object clonk, int x, int y, bool box)
protected func Hit()
{
return 1;
Sound("GeneralHit?");
}
public func IsMillIngredient() { return true; }

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@ -9,7 +9,7 @@ protected func Construction()
protected func Hit()
{
Sound("CrystalHit?");
Sound("GeneralHit?");
}
local Collectible = 1;

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@ -35,6 +35,11 @@ func FxNoDropTimer(object target, effect, int timer)
}
}
func Hit()
{
Sound("GeneralHit?");
}
local Collectible = 1;
local Name = "$Name$";
local Description = "$Description$";

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@ -21,7 +21,7 @@ protected func Initialize()
private func Hit()
{
Sound("Clonk");
Sound("DullMetalHit?");
if (iVolume >= 1)
{
if (GBackLiquid(0, 7) && GetMaterial(0, 7) != szLiquid)

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@ -33,7 +33,7 @@ protected func Initialize()
private func Hit()
{
Sound("WoodHit");
Sound("DullWoodHit?");
if (iVolume >= 1)
{
if (GBackLiquid(0, 3) && GetMaterial(0, 3) != szLiquid)

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@ -146,7 +146,7 @@ protected func Hit()
}
//Message("I have hit something",this);
if(GetEffect("Flight",this)) DoFireworks();
Sound("WoodHit");
Sound("GeneralHit?");
}
public func OnMount(clonk)

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@ -57,6 +57,11 @@ protected func Definition(def)
public func IsTool() { return true; }
public func IsToolProduct() { return true; }
func Hit()
{
Sound("DullWoodHit?");
}
local Name = "$Name$";
local Collectible = false;
local Touchable = 2;

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@ -93,7 +93,7 @@ private func GetWall(angle)
return false;
}
protected func Hit() { Sound("WoodHit?"); }
protected func Hit() { Sound("GeneralHit?"); }
protected func Incineration() { Extinguish(); Fuse(); }

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@ -4,7 +4,7 @@
private func Hit()
{
Sound("WoodHit"); //TODO Some metal sond
Sound("DullMetalHit?");
}
public func HoldingEnabled() { return true; }

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@ -20,7 +20,7 @@ public func Initialize()
private func Hit()
{
Sound("WoodHit"); //TODO Some metal sond
Sound("DullWoodHit?");
}
public func HoldingEnabled() { return true; }

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@ -5,6 +5,11 @@
A crossbow which is enabled to fire grappling hooks, also has a winching system.
*/
func Hit()
{
Sound("GeneralHit?");
}
local fAiming;
local hook;

View File

@ -2,9 +2,9 @@
#include Library_Constructor
private func Hit()
private func Hit(x, y)
{
Sound("RockHit");
StonyObjectHit(x, y);
return 1;
}

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@ -10,6 +10,11 @@ local Amount;
local MaxCap;
local sound;
func Hit()
{
Sound("GlassHit?");
}
public func GetCarryMode(clonk) { return CARRY_BothHands; }
public func GetCarryPhase() { return 600; }

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@ -30,9 +30,9 @@ protected func Initialize()
swingtime=0;
}
private func Hit()
private func Hit(x, y)
{
Sound("RockHit");
StonyObjectHit(x, y);
return 1;
}

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@ -4,7 +4,7 @@
protected func Hit()
{
Sound("RockHit?");
Sound("GeneralHit?");
}
public func IsToolProduct() { return true; }

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@ -105,6 +105,11 @@ public func OnProjectileHit()
Incinerate();
}
func Hit()
{
Sound("DullWoodHit?");
}
func IsAlchemyProduct() { return true; }
func AlchemyProcessTime() { return 100; }

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@ -246,6 +246,11 @@ func SetLineTransform(obj, int r, int xoff, int yoff, int length, int layer, int
);
}
func Hit()
{
Sound("WoodHit?");
}
local ActMap = {
Hanging = {
Prototype = Action,

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@ -449,6 +449,11 @@ public func GetLadderData(index)
return [startx, starty, endx, endy, angle];
}
func Hit()
{
Sound("WoodHit?");
}
local ActMap = {
Hanging = {
Prototype = Action,

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@ -2,7 +2,7 @@
private func Hit()
{
Sound("WoodHit");
Sound("WoodHit?");
}
public func GetCarryMode(clonk) { return CARRY_Back; }

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@ -256,6 +256,11 @@ protected func CancelUse(object clonk)
return 1;
}
func Hit()
{
Sound("GeneralHit?");
}
func Definition(def) {
SetProperty("PictureTransformation",Trans_Rotate(-60,1,0,1),def);
}

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@ -9,6 +9,11 @@
// has extra slot
#include Library_HasExtraSlot
private func Hit()
{
Sound("WoodHit?");
}
local fAiming;
local iArrowMesh;

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@ -4,7 +4,7 @@
private func Hit()
{
Sound("WoodHit");
Sound("WoodHit?");
}
public func GetCarryMode() { return CARRY_HandBack; }

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@ -150,7 +150,7 @@ protected func Hit()
Sound("JavelinHitGround");
}
else
Sound("WoodHit");
Sound("WoodHit?");
}
protected func Stick()

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@ -9,6 +9,11 @@
//Uses the extra slot library
#include Library_HasExtraSlot
func Hit()
{
Sound("GeneralHit?");
}
local fAiming;
public func GetCarryMode(clonk) { if(fAiming >= 0) return CARRY_Musket; }

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@ -170,7 +170,7 @@ private func AdjustSolidMaskHelper()
func Hit()
{
Sound("WoodHit");
Sound("DullMetalHit?");
}
func OnWeaponHitCheckStop()

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@ -2,9 +2,9 @@
#include Library_MeleeWeapon
private func Hit()
func Hit()
{
Sound("WoodHit"); //TODO Some metal sond
Sound("LightMetalHit?");
}
public func Initialize()