/**************************************************************************** * TREE.SNL ****************************************************************************/ OnCreate(); PlayBulletImpactSound(); OnHitByObject( obj ); OnCreate() { SetProperty1( THIS, "Flammability", 1.0 ); // FX_AddStream( THIS, "LEVELDATA_BMP_WATER", "LEVELDATA_BMP_ROCKBUMP", "EFXDATA_BMP_SHDIFFENVTEST" ); // Precache belly blaster bullet impact sounds FX_PrecacheSound( "AUDIO_WAV_BBLAST_IMPWOOD01", 0, 2 ); FX_PrecacheSound( "AUDIO_WAV_BBLAST_IMPWOOD02", 0, 2 ); FX_PrecacheSound( "AUDIO_WAV_BBLAST_IMPWOOD03", 0, 2 ); FX_PrecacheSound( "AUDIO_WAV_BBLAST_IMPWOOD04", 0, 2 ); } /**************************************************************************** * PlayBulletImpactSound() * Play an impact sound if the tree is hit by a bullet * PeterM April 29 2002 ****************************************************************************/ PlayBulletImpactSound() { VAR s, audio; s = Random( 1, 4 ); s = INT( s ); if ( s == 1 ) audio = "AUDIO_WAV_BBLAST_IMPWOOD01"; if ( s == 2 ) audio = "AUDIO_WAV_BBLAST_IMPWOOD02"; if ( s == 3 ) audio = "AUDIO_WAV_BBLAST_IMPWOOD03"; if (s == 4) audio = "AUDIO_WAV_BBLAST_IMPWOOD04"; // FX_SetSoundDistances(audio, 200.0, 5000.0); FX_PlaySound( THIS, audio, 0.8, 1 ); } /***************************************************************************/ /**************************************************************************** * OnHitByObject() * Process a hit on the tree * PeterM April 29 2002 ****************************************************************************/ OnHitByObject( obj ) { PlayBulletImpactSound(); } /***************************************************************************/