Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
all.inc File Reference
#include "../teams.qh"
Include dependency graph for all.inc:
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Go to the source code of this file.

Macros

#define SND_NADE_BONUS   SND_KH_ALARM
#define SND_NADE_NAPALM_FIRE   SND_FIREBALL_FIRE
#define SND_NADE_NAPALM_FLY   SND_FIREBALL_FLY2
#define SND_ONS_GENERATOR_ALARM   SND_KH_ALARM

Functions

string Item_Sound (string it_snd)
Sound SND_CTF_CAPTURE (int teamid)
Sound SND_CTF_DROPPED (int teamid)
Sound SND_CTF_RETURNED (int teamid)
Sound SND_CTF_TAKEN (int teamid)
Sound SND_FLACEXP_RANDOM ()
Sound SND_GIB_SPLAT_RANDOM ()
Sound SND_GRENADE_BOUNCE_RANDOM ()
Sound SND_NEXWHOOSH_RANDOM ()
Sound SND_RIC_RANDOM ()
 SOUND (ARMOR25, Item_Sound("armor25"))
 SOUND (ARMORIMPACT, "misc/armorimpact")
 SOUND (BLIND, "misc/blind")
 SOUND (BODYIMPACT1, "misc/bodyimpact1")
 SOUND (BODYIMPACT2, "misc/bodyimpact2")
 SOUND (BUFF_LOST, "relics/relic_effect")
 SOUND (CTF_CAPTURE_BLUE, "ctf/blue_capture")
 SOUND (CTF_CAPTURE_NEUTRAL, "ctf/capture")
 SOUND (CTF_CAPTURE_PINK, "ctf/pink_capture")
 SOUND (CTF_CAPTURE_RED, "ctf/red_capture")
 SOUND (CTF_CAPTURE_YELLOW, "ctf/yellow_capture")
 SOUND (CTF_DROPPED_BLUE, "ctf/blue_dropped")
 SOUND (CTF_DROPPED_NEUTRAL, "ctf/neutral_dropped")
 SOUND (CTF_DROPPED_PINK, "ctf/pink_dropped")
 SOUND (CTF_DROPPED_RED, "ctf/red_dropped")
 SOUND (CTF_DROPPED_YELLOW, "ctf/yellow_dropped")
 SOUND (CTF_PASS, "ctf/pass")
 SOUND (CTF_RESPAWN, "ctf/flag_respawn")
 SOUND (CTF_RETURNED_BLUE, "ctf/blue_returned")
 SOUND (CTF_RETURNED_NEUTRAL, "ctf/return")
 SOUND (CTF_RETURNED_PINK, "ctf/pink_returned")
 SOUND (CTF_RETURNED_RED, "ctf/red_returned")
 SOUND (CTF_RETURNED_YELLOW, "ctf/yellow_returned")
 SOUND (CTF_TAKEN_BLUE, "ctf/blue_taken")
 SOUND (CTF_TAKEN_NEUTRAL, "ctf/neutral_taken")
 SOUND (CTF_TAKEN_PINK, "ctf/pink_taken")
 SOUND (CTF_TAKEN_RED, "ctf/red_taken")
 SOUND (CTF_TAKEN_YELLOW, "ctf/yellow_taken")
 SOUND (CTF_TOUCH, "ctf/touch")
 SOUND (DOM_CLAIM, "domination/claim")
 SOUND (DRYFIRE, W_Sound("dryfire"))
 SOUND (FLACEXP1, W_Sound("hagexp1"))
 SOUND (FLACEXP2, W_Sound("hagexp2"))
 SOUND (FLACEXP3, W_Sound("hagexp3"))
 SOUND (GIB, "misc/gib")
 SOUND (GIB_SPLAT01, "misc/gib_splat01")
 SOUND (GIB_SPLAT02, "misc/gib_splat02")
 SOUND (GIB_SPLAT03, "misc/gib_splat03")
 SOUND (GIB_SPLAT04, "misc/gib_splat04")
 SOUND (GRENADE_BOUNCE1, W_Sound("grenade_bounce1"))
 SOUND (GRENADE_BOUNCE2, W_Sound("grenade_bounce2"))
 SOUND (GRENADE_BOUNCE3, W_Sound("grenade_bounce3"))
 SOUND (GRENADE_BOUNCE4, W_Sound("grenade_bounce4"))
 SOUND (GRENADE_BOUNCE5, W_Sound("grenade_bounce5"))
 SOUND (GRENADE_BOUNCE6, W_Sound("grenade_bounce6"))
 SOUND (HIT, "misc/hit")
 SOUND (INVSHOT, "misc/invshot")
 SOUND (ITEMPICKUP, Item_Sound("itempickup"))
 SOUND (ITEMRESPAWN, Item_Sound("itemrespawn"))
 SOUND (ITEMRESPAWNCOUNTDOWN, Item_Sound("itemrespawncountdown"))
 SOUND (JETPACK_FLY, "misc/jetpack_fly")
 SOUND (KA_DROPPED, "keepaway/dropped")
 SOUND (KA_PICKEDUP, "keepaway/pickedup")
 SOUND (KA_RESPAWN, "keepaway/respawn")
 SOUND (KA_TOUCH, "keepaway/touch")
 SOUND (KH_ALARM, "kh/alarm")
 SOUND (KH_CAPTURE, "kh/capture")
 SOUND (KH_COLLECT, "kh/collect")
 SOUND (KH_DESTROY, "kh/destroy")
 SOUND (KH_DROP, "kh/drop")
 SOUND (KILL, "misc/kill")
 SOUND (LASERIMPACT, W_Sound("laserimpact"))
 SOUND (LAVA, "player/lava")
 SOUND (MEGAHEALTH, Item_Sound("megahealth"))
 SOUND (MON_GOLEM_LIGHTNING_IMPACT, W_Sound("electro_impact"))
 SOUND (NADE_BEEP, "overkill/grenadebip")
 SOUND (NB_BOUNCE, "nexball/bounce")
 SOUND (NB_DROP, "nexball/drop")
 SOUND (NB_SHOOT1, "nexball/shoot1")
 SOUND (NB_SHOOT2, "nexball/shoot2")
 SOUND (NB_STEAL, "nexball/steal")
 SOUND (NEXWHOOSH1, W_Sound("nexwhoosh1"))
 SOUND (NEXWHOOSH2, W_Sound("nexwhoosh2"))
 SOUND (NEXWHOOSH3, W_Sound("nexwhoosh3"))
 SOUND (ONS_CONTROLPOINT_BUILD, "onslaught/controlpoint_build")
 SOUND (ONS_CONTROLPOINT_BUILT, "onslaught/controlpoint_built")
 SOUND (ONS_CONTROLPOINT_UNDERATTACK, "onslaught/controlpoint_underattack")
 SOUND (ONS_DAMAGEBLOCKEDBYSHIELD, "onslaught/damageblockedbyshield")
 SOUND (ONS_ELECTRICITY_EXPLODE, "onslaught/electricity_explode")
 SOUND (ONS_GENERATOR_DECAY, "onslaught/generator_decay")
 SOUND (ONS_GENERATOR_EXPLODE, W_Sound("grenade_impact"))
 SOUND (ONS_GENERATOR_UNDERATTACK, "onslaught/generator_underattack")
 SOUND (ONS_HIT1, "onslaught/ons_hit1")
 SOUND (ONS_HIT2, "onslaught/ons_hit2")
 SOUND (ONS_SHOCKWAVE, "onslaught/shockwave")
 SOUND (ONS_SPARK1, "onslaught/ons_spark1")
 SOUND (ONS_SPARK2, "onslaught/ons_spark2")
 SOUND (POWEROFF, Item_Sound("poweroff"))
 SOUND (POWERUP, Item_Sound("powerup"))
 SOUND (RELOAD, W_Sound("reload"))
 SOUND (RIC1, W_Sound("ric1"))
 SOUND (RIC2, W_Sound("ric2"))
 SOUND (RIC3, W_Sound("ric3"))
 SOUND (ROCKET_IMPACT, W_Sound("rocket_impact"))
 SOUND (SHIELD_RESPAWN, Item_Sound("shield_respawn"))
 SOUND (SLIME, "player/slime")
 SOUND (SPAWN, "misc/spawn")
 SOUND (STRENGTH_FIRE, W_Sound("strength_fire"))
 SOUND (STRENGTH_RESPAWN, Item_Sound("strength_respawn"))
 SOUND (TALK, "misc/talk")
 SOUND (TALK2, "misc/talk2")
 SOUND (TELEPORT, "misc/teleport")
 SOUND (TUR_PHASER, "turrets/phaser")
 SOUND (TUR_PLASMA_IMPACT, W_Sound("electro_impact"))
 SOUND (TUR_WALKER_FIRE, W_Sound("hagar_fire"))
 SOUND (TYPEHIT, "misc/typehit")
 SOUND (UNAVAILABLE, W_Sound("unavailable"))
 SOUND (VEH_ALARM, "vehicles/alarm")
 SOUND (VEH_ALARM_SHIELD, "vehicles/alarm_shield")
 SOUND (VEH_BUMBLEBEE_FIRE, W_Sound("flacexp3"))
 SOUND (VEH_BUMBLEBEE_IMPACT, W_Sound("fireball_impact2"))
 SOUND (VEH_MISSILE_ALARM, "vehicles/missile_alarm")
 SOUND (VEH_RACER_BOOST, "vehicles/racer_boost")
 SOUND (VEH_RACER_IDLE, "vehicles/racer_idle")
 SOUND (VEH_RACER_MOVE, "vehicles/racer_move")
 SOUND (VEH_RACER_ROCKET_FLY, W_Sound("tag_rocket_fly"))
 SOUND (VEH_RAPTOR_FLY, "vehicles/raptor_fly")
 SOUND (VEH_RAPTOR_SPEED, "vehicles/raptor_speed")
 SOUND (VEH_SPIDERBOT_DIE, "vehicles/spiderbot_die")
 SOUND (VEH_SPIDERBOT_IDLE, "vehicles/spiderbot_idle")
 SOUND (VEH_SPIDERBOT_JUMP, "vehicles/spiderbot_jump")
 SOUND (VEH_SPIDERBOT_LAND, "vehicles/spiderbot_land")
 SOUND (VEH_SPIDERBOT_MINIGUN_FIRE, W_Sound("uzi_fire"))
 SOUND (VEH_SPIDERBOT_ROCKET_FIRE, W_Sound("rocket_fire"))
 SOUND (VEH_SPIDERBOT_ROCKET_FLY, W_Sound("tag_rocket_fly"))
 SOUND (VEH_SPIDERBOT_STRAFE, "vehicles/spiderbot_strafe")
 SOUND (VEH_SPIDERBOT_WALK, "vehicles/spiderbot_walk")
 SOUND (WEAPON_SWITCH, W_Sound("weapon_switch"))
 SOUND (WEAPONPICKUP, W_Sound("weaponpickup"))
 SOUND (WEAPONPICKUP_NEW_TOYS, W_Sound("weaponpickup_new_toys"))
string W_Sound (string w_snd)

Macro Definition Documentation

◆ SND_NADE_BONUS

#define SND_NADE_BONUS   SND_KH_ALARM

Definition at line 183 of file all.inc.

◆ SND_NADE_NAPALM_FIRE

#define SND_NADE_NAPALM_FIRE   SND_FIREBALL_FIRE

Definition at line 185 of file all.inc.

Referenced by nade_napalm_ball().

◆ SND_NADE_NAPALM_FLY

#define SND_NADE_NAPALM_FLY   SND_FIREBALL_FLY2

Definition at line 187 of file all.inc.

Referenced by MUTATOR_HOOKFUNCTION().

◆ SND_ONS_GENERATOR_ALARM

#define SND_ONS_GENERATOR_ALARM   SND_KH_ALARM

Definition at line 133 of file all.inc.

Function Documentation

◆ Item_Sound()

string Item_Sound ( string it_snd)

Definition at line 18 of file all.qc.

19{
20 string output = strcat("misc/", it_snd);
21#ifdef SVQC
22 MUTATOR_CALLHOOK(ItemSound, it_snd, output);
23 return M_ARGV(1, string);
24#else
25 return output;
26#endif
27}
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
#define M_ARGV(x, type)
Definition events.qh:17
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))

References M_ARGV, MUTATOR_CALLHOOK, and strcat().

◆ SND_CTF_CAPTURE()

Sound SND_CTF_CAPTURE ( int teamid)

Definition at line 49 of file all.inc.

49 {
50 switch (teamid) {
51 case NUM_TEAM_1: return SND_CTF_CAPTURE_RED;
52 case NUM_TEAM_2: return SND_CTF_CAPTURE_BLUE;
53 case NUM_TEAM_3: return SND_CTF_CAPTURE_YELLOW;
54 case NUM_TEAM_4: return SND_CTF_CAPTURE_PINK;
55 default: return SND_CTF_CAPTURE_NEUTRAL;
56 }
57}
const int NUM_TEAM_2
Definition teams.qh:14
const int NUM_TEAM_4
Definition teams.qh:16
const int NUM_TEAM_3
Definition teams.qh:15
const int NUM_TEAM_1
Definition teams.qh:13

References NUM_TEAM_1, NUM_TEAM_2, NUM_TEAM_3, and NUM_TEAM_4.

◆ SND_CTF_DROPPED()

Sound SND_CTF_DROPPED ( int teamid)

Definition at line 64 of file all.inc.

64 {
65 switch (teamid) {
66 case NUM_TEAM_1: return SND_CTF_DROPPED_RED;
67 case NUM_TEAM_2: return SND_CTF_DROPPED_BLUE;
68 case NUM_TEAM_3: return SND_CTF_DROPPED_YELLOW;
69 case NUM_TEAM_4: return SND_CTF_DROPPED_PINK;
70 default: return SND_CTF_DROPPED_NEUTRAL;
71 }
72}

References NUM_TEAM_1, NUM_TEAM_2, NUM_TEAM_3, and NUM_TEAM_4.

◆ SND_CTF_RETURNED()

Sound SND_CTF_RETURNED ( int teamid)

Definition at line 82 of file all.inc.

82 {
83 switch (teamid) {
84 case NUM_TEAM_1: return SND_CTF_RETURNED_RED;
85 case NUM_TEAM_2: return SND_CTF_RETURNED_BLUE;
86 case NUM_TEAM_3: return SND_CTF_RETURNED_YELLOW;
87 case NUM_TEAM_4: return SND_CTF_RETURNED_PINK;
88 default: return SND_CTF_RETURNED_NEUTRAL;
89 }
90}

References NUM_TEAM_1, NUM_TEAM_2, NUM_TEAM_3, and NUM_TEAM_4.

◆ SND_CTF_TAKEN()

Sound SND_CTF_TAKEN ( int teamid)

Definition at line 97 of file all.inc.

97 {
98 switch (teamid) {
99 case NUM_TEAM_1: return SND_CTF_TAKEN_RED;
100 case NUM_TEAM_2: return SND_CTF_TAKEN_BLUE;
101 case NUM_TEAM_3: return SND_CTF_TAKEN_YELLOW;
102 case NUM_TEAM_4: return SND_CTF_TAKEN_PINK;
103 default: return SND_CTF_TAKEN_NEUTRAL;
104 }
105}

References NUM_TEAM_1, NUM_TEAM_2, NUM_TEAM_3, and NUM_TEAM_4.

◆ SND_FLACEXP_RANDOM()

Sound SND_FLACEXP_RANDOM ( )

Definition at line 149 of file all.inc.

149 {
150 return REGISTRY_GET(Sounds, SND_FLACEXP1.m_id + rint(random() * 2));
151}
float random(void)
float rint(float f)
#define REGISTRY_GET(id, i)
Definition registry.qh:43

References random(), REGISTRY_GET, and rint().

Referenced by NET_HANDLE().

◆ SND_GIB_SPLAT_RANDOM()

Sound SND_GIB_SPLAT_RANDOM ( )

Definition at line 215 of file all.inc.

215 {
216 return REGISTRY_GET(Sounds, SND_GIB_SPLAT01.m_id + floor(prandom() * 4));
217}
float floor(float f)
float prandom()
Predictable random number generator (not seeded yet)
Definition random.qc:108

References floor(), prandom(), and REGISTRY_GET.

Referenced by Gib_Touch().

◆ SND_GRENADE_BOUNCE_RANDOM()

Sound SND_GRENADE_BOUNCE_RANDOM ( )

Definition at line 17 of file all.inc.

17 {
18 return REGISTRY_GET(Sounds, SND_GRENADE_BOUNCE1.m_id + rint(random() * 5));
19}

References random(), REGISTRY_GET, and rint().

Referenced by nade_touch(), W_Mortar_Grenade_Touch1(), and W_Mortar_Grenade_Touch2().

◆ SND_NEXWHOOSH_RANDOM()

Sound SND_NEXWHOOSH_RANDOM ( )

Definition at line 25 of file all.inc.

25 {
26 return REGISTRY_GET(Sounds, SND_NEXWHOOSH1.m_id + rint(random() * 2));
27}

References random(), REGISTRY_GET, and rint().

◆ SND_RIC_RANDOM()

Sound SND_RIC_RANDOM ( )

Definition at line 33 of file all.inc.

33 {
34 return REGISTRY_GET(Sounds, SND_RIC1.m_id + rint(random() * 2));
35}

References random(), REGISTRY_GET, and rint().

Referenced by NET_HANDLE().

◆ SOUND() [1/130]

SOUND ( ARMOR25 ,
Item_Sound("armor25")  )

◆ SOUND() [2/130]

SOUND ( ARMORIMPACT ,
"misc/armorimpact"  )

◆ SOUND() [3/130]

SOUND ( BLIND ,
"misc/blind"  )

◆ SOUND() [4/130]

SOUND ( BODYIMPACT1 ,
"misc/bodyimpact1"  )

◆ SOUND() [5/130]

SOUND ( BODYIMPACT2 ,
"misc/bodyimpact2"  )

◆ SOUND() [6/130]

SOUND ( BUFF_LOST ,
"relics/relic_effect"  )

◆ SOUND() [7/130]

SOUND ( CTF_CAPTURE_BLUE ,
"ctf/blue_capture"  )

◆ SOUND() [8/130]

SOUND ( CTF_CAPTURE_NEUTRAL ,
"ctf/capture"  )

◆ SOUND() [9/130]

SOUND ( CTF_CAPTURE_PINK ,
"ctf/pink_capture"  )

◆ SOUND() [10/130]

SOUND ( CTF_CAPTURE_RED ,
"ctf/red_capture"  )

◆ SOUND() [11/130]

SOUND ( CTF_CAPTURE_YELLOW ,
"ctf/yellow_capture"  )

◆ SOUND() [12/130]

SOUND ( CTF_DROPPED_BLUE ,
"ctf/blue_dropped"  )

◆ SOUND() [13/130]

SOUND ( CTF_DROPPED_NEUTRAL ,
"ctf/neutral_dropped"  )

◆ SOUND() [14/130]

SOUND ( CTF_DROPPED_PINK ,
"ctf/pink_dropped"  )

◆ SOUND() [15/130]

SOUND ( CTF_DROPPED_RED ,
"ctf/red_dropped"  )

◆ SOUND() [16/130]

SOUND ( CTF_DROPPED_YELLOW ,
"ctf/yellow_dropped"  )

◆ SOUND() [17/130]

SOUND ( CTF_PASS ,
"ctf/pass"  )

◆ SOUND() [18/130]

SOUND ( CTF_RESPAWN ,
"ctf/flag_respawn"  )

◆ SOUND() [19/130]

SOUND ( CTF_RETURNED_BLUE ,
"ctf/blue_returned"  )

◆ SOUND() [20/130]

SOUND ( CTF_RETURNED_NEUTRAL ,
"ctf/return"  )

◆ SOUND() [21/130]

SOUND ( CTF_RETURNED_PINK ,
"ctf/pink_returned"  )

◆ SOUND() [22/130]

SOUND ( CTF_RETURNED_RED ,
"ctf/red_returned"  )

◆ SOUND() [23/130]

SOUND ( CTF_RETURNED_YELLOW ,
"ctf/yellow_returned"  )

◆ SOUND() [24/130]

SOUND ( CTF_TAKEN_BLUE ,
"ctf/blue_taken"  )

◆ SOUND() [25/130]

SOUND ( CTF_TAKEN_NEUTRAL ,
"ctf/neutral_taken"  )

◆ SOUND() [26/130]

SOUND ( CTF_TAKEN_PINK ,
"ctf/pink_taken"  )

◆ SOUND() [27/130]

SOUND ( CTF_TAKEN_RED ,
"ctf/red_taken"  )

◆ SOUND() [28/130]

SOUND ( CTF_TAKEN_YELLOW ,
"ctf/yellow_taken"  )

◆ SOUND() [29/130]

SOUND ( CTF_TOUCH ,
"ctf/touch"  )

◆ SOUND() [30/130]

SOUND ( DOM_CLAIM ,
"domination/claim"  )

◆ SOUND() [31/130]

SOUND ( DRYFIRE ,
W_Sound("dryfire")  )

◆ SOUND() [32/130]

SOUND ( FLACEXP1 ,
W_Sound("hagexp1")  )

◆ SOUND() [33/130]

SOUND ( FLACEXP2 ,
W_Sound("hagexp2")  )

◆ SOUND() [34/130]

SOUND ( FLACEXP3 ,
W_Sound("hagexp3")  )

◆ SOUND() [35/130]

SOUND ( GIB ,
"misc/gib"  )

◆ SOUND() [36/130]

SOUND ( GIB_SPLAT01 ,
"misc/gib_splat01"  )

◆ SOUND() [37/130]

SOUND ( GIB_SPLAT02 ,
"misc/gib_splat02"  )

◆ SOUND() [38/130]

SOUND ( GIB_SPLAT03 ,
"misc/gib_splat03"  )

◆ SOUND() [39/130]

SOUND ( GIB_SPLAT04 ,
"misc/gib_splat04"  )

◆ SOUND() [40/130]

SOUND ( GRENADE_BOUNCE1 ,
W_Sound("grenade_bounce1")  )

◆ SOUND() [41/130]

SOUND ( GRENADE_BOUNCE2 ,
W_Sound("grenade_bounce2")  )

◆ SOUND() [42/130]

SOUND ( GRENADE_BOUNCE3 ,
W_Sound("grenade_bounce3")  )

◆ SOUND() [43/130]

SOUND ( GRENADE_BOUNCE4 ,
W_Sound("grenade_bounce4")  )

◆ SOUND() [44/130]

SOUND ( GRENADE_BOUNCE5 ,
W_Sound("grenade_bounce5")  )

◆ SOUND() [45/130]

SOUND ( GRENADE_BOUNCE6 ,
W_Sound("grenade_bounce6")  )

◆ SOUND() [46/130]

SOUND ( HIT ,
"misc/hit"  )

◆ SOUND() [47/130]

SOUND ( INVSHOT ,
"misc/invshot"  )

◆ SOUND() [48/130]

SOUND ( ITEMPICKUP ,
Item_Sound("itempickup")  )

◆ SOUND() [49/130]

SOUND ( ITEMRESPAWN ,
Item_Sound("itemrespawn")  )

◆ SOUND() [50/130]

SOUND ( ITEMRESPAWNCOUNTDOWN ,
Item_Sound("itemrespawncountdown")  )

◆ SOUND() [51/130]

SOUND ( JETPACK_FLY ,
"misc/jetpack_fly"  )

◆ SOUND() [52/130]

SOUND ( KA_DROPPED ,
"keepaway/dropped"  )

◆ SOUND() [53/130]

SOUND ( KA_PICKEDUP ,
"keepaway/pickedup"  )

◆ SOUND() [54/130]

SOUND ( KA_RESPAWN ,
"keepaway/respawn"  )

◆ SOUND() [55/130]

SOUND ( KA_TOUCH ,
"keepaway/touch"  )

◆ SOUND() [56/130]

SOUND ( KH_ALARM ,
"kh/alarm"  )

◆ SOUND() [57/130]

SOUND ( KH_CAPTURE ,
"kh/capture"  )

◆ SOUND() [58/130]

SOUND ( KH_COLLECT ,
"kh/collect"  )

◆ SOUND() [59/130]

SOUND ( KH_DESTROY ,
"kh/destroy"  )

◆ SOUND() [60/130]

SOUND ( KH_DROP ,
"kh/drop"  )

◆ SOUND() [61/130]

SOUND ( KILL ,
"misc/kill"  )

◆ SOUND() [62/130]

SOUND ( LASERIMPACT ,
W_Sound("laserimpact")  )

◆ SOUND() [63/130]

SOUND ( LAVA ,
"player/lava"  )

◆ SOUND() [64/130]

SOUND ( MEGAHEALTH ,
Item_Sound("megahealth")  )

◆ SOUND() [65/130]

SOUND ( MON_GOLEM_LIGHTNING_IMPACT ,
W_Sound("electro_impact")  )

◆ SOUND() [66/130]

SOUND ( NADE_BEEP ,
"overkill/grenadebip"  )

◆ SOUND() [67/130]

SOUND ( NB_BOUNCE ,
"nexball/bounce"  )

◆ SOUND() [68/130]

SOUND ( NB_DROP ,
"nexball/drop"  )

◆ SOUND() [69/130]

SOUND ( NB_SHOOT1 ,
"nexball/shoot1"  )

◆ SOUND() [70/130]

SOUND ( NB_SHOOT2 ,
"nexball/shoot2"  )

◆ SOUND() [71/130]

SOUND ( NB_STEAL ,
"nexball/steal"  )

◆ SOUND() [72/130]

SOUND ( NEXWHOOSH1 ,
W_Sound("nexwhoosh1")  )

◆ SOUND() [73/130]

SOUND ( NEXWHOOSH2 ,
W_Sound("nexwhoosh2")  )

◆ SOUND() [74/130]

SOUND ( NEXWHOOSH3 ,
W_Sound("nexwhoosh3")  )

◆ SOUND() [75/130]

SOUND ( ONS_CONTROLPOINT_BUILD ,
"onslaught/controlpoint_build"  )

◆ SOUND() [76/130]

SOUND ( ONS_CONTROLPOINT_BUILT ,
"onslaught/controlpoint_built"  )

◆ SOUND() [77/130]

SOUND ( ONS_CONTROLPOINT_UNDERATTACK ,
"onslaught/controlpoint_underattack"  )

◆ SOUND() [78/130]

SOUND ( ONS_DAMAGEBLOCKEDBYSHIELD ,
"onslaught/damageblockedbyshield"  )

◆ SOUND() [79/130]

SOUND ( ONS_ELECTRICITY_EXPLODE ,
"onslaught/electricity_explode"  )

◆ SOUND() [80/130]

SOUND ( ONS_GENERATOR_DECAY ,
"onslaught/generator_decay"  )

◆ SOUND() [81/130]

SOUND ( ONS_GENERATOR_EXPLODE ,
W_Sound("grenade_impact")  )

◆ SOUND() [82/130]

SOUND ( ONS_GENERATOR_UNDERATTACK ,
"onslaught/generator_underattack"  )

◆ SOUND() [83/130]

SOUND ( ONS_HIT1 ,
"onslaught/ons_hit1"  )

◆ SOUND() [84/130]

SOUND ( ONS_HIT2 ,
"onslaught/ons_hit2"  )

◆ SOUND() [85/130]

SOUND ( ONS_SHOCKWAVE ,
"onslaught/shockwave"  )

◆ SOUND() [86/130]

SOUND ( ONS_SPARK1 ,
"onslaught/ons_spark1"  )

◆ SOUND() [87/130]

SOUND ( ONS_SPARK2 ,
"onslaught/ons_spark2"  )

◆ SOUND() [88/130]

SOUND ( POWEROFF ,
Item_Sound("poweroff")  )

◆ SOUND() [89/130]

SOUND ( POWERUP ,
Item_Sound("powerup")  )

◆ SOUND() [90/130]

SOUND ( RELOAD ,
W_Sound("reload")  )

◆ SOUND() [91/130]

SOUND ( RIC1 ,
W_Sound("ric1")  )

◆ SOUND() [92/130]

SOUND ( RIC2 ,
W_Sound("ric2")  )

◆ SOUND() [93/130]

SOUND ( RIC3 ,
W_Sound("ric3")  )

◆ SOUND() [94/130]

SOUND ( ROCKET_IMPACT ,
W_Sound("rocket_impact")  )

◆ SOUND() [95/130]

SOUND ( SHIELD_RESPAWN ,
Item_Sound("shield_respawn")  )

◆ SOUND() [96/130]

SOUND ( SLIME ,
"player/slime"  )

◆ SOUND() [97/130]

SOUND ( SPAWN ,
"misc/spawn"  )

◆ SOUND() [98/130]

SOUND ( STRENGTH_FIRE ,
W_Sound("strength_fire")  )

◆ SOUND() [99/130]

SOUND ( STRENGTH_RESPAWN ,
Item_Sound("strength_respawn")  )

◆ SOUND() [100/130]

SOUND ( TALK ,
"misc/talk"  )

◆ SOUND() [101/130]

SOUND ( TALK2 ,
"misc/talk2"  )

◆ SOUND() [102/130]

SOUND ( TELEPORT ,
"misc/teleport"  )

◆ SOUND() [103/130]

SOUND ( TUR_PHASER ,
"turrets/phaser"  )

◆ SOUND() [104/130]

SOUND ( TUR_PLASMA_IMPACT ,
W_Sound("electro_impact")  )

◆ SOUND() [105/130]

SOUND ( TUR_WALKER_FIRE ,
W_Sound("hagar_fire")  )

◆ SOUND() [106/130]

SOUND ( TYPEHIT ,
"misc/typehit"  )

◆ SOUND() [107/130]

SOUND ( UNAVAILABLE ,
W_Sound("unavailable")  )

◆ SOUND() [108/130]

SOUND ( VEH_ALARM ,
"vehicles/alarm"  )

◆ SOUND() [109/130]

SOUND ( VEH_ALARM_SHIELD ,
"vehicles/alarm_shield"  )

◆ SOUND() [110/130]

SOUND ( VEH_BUMBLEBEE_FIRE ,
W_Sound("flacexp3")  )

◆ SOUND() [111/130]

SOUND ( VEH_BUMBLEBEE_IMPACT ,
W_Sound("fireball_impact2")  )

◆ SOUND() [112/130]

SOUND ( VEH_MISSILE_ALARM ,
"vehicles/missile_alarm"  )

◆ SOUND() [113/130]

SOUND ( VEH_RACER_BOOST ,
"vehicles/racer_boost"  )

◆ SOUND() [114/130]

SOUND ( VEH_RACER_IDLE ,
"vehicles/racer_idle"  )

◆ SOUND() [115/130]

SOUND ( VEH_RACER_MOVE ,
"vehicles/racer_move"  )

◆ SOUND() [116/130]

SOUND ( VEH_RACER_ROCKET_FLY ,
W_Sound("tag_rocket_fly")  )

◆ SOUND() [117/130]

SOUND ( VEH_RAPTOR_FLY ,
"vehicles/raptor_fly"  )

◆ SOUND() [118/130]

SOUND ( VEH_RAPTOR_SPEED ,
"vehicles/raptor_speed"  )

◆ SOUND() [119/130]

SOUND ( VEH_SPIDERBOT_DIE ,
"vehicles/spiderbot_die"  )

◆ SOUND() [120/130]

SOUND ( VEH_SPIDERBOT_IDLE ,
"vehicles/spiderbot_idle"  )

◆ SOUND() [121/130]

SOUND ( VEH_SPIDERBOT_JUMP ,
"vehicles/spiderbot_jump"  )

◆ SOUND() [122/130]

SOUND ( VEH_SPIDERBOT_LAND ,
"vehicles/spiderbot_land"  )

◆ SOUND() [123/130]

SOUND ( VEH_SPIDERBOT_MINIGUN_FIRE ,
W_Sound("uzi_fire")  )

◆ SOUND() [124/130]

SOUND ( VEH_SPIDERBOT_ROCKET_FIRE ,
W_Sound("rocket_fire")  )

◆ SOUND() [125/130]

SOUND ( VEH_SPIDERBOT_ROCKET_FLY ,
W_Sound("tag_rocket_fly")  )

◆ SOUND() [126/130]

SOUND ( VEH_SPIDERBOT_STRAFE ,
"vehicles/spiderbot_strafe"  )

◆ SOUND() [127/130]

SOUND ( VEH_SPIDERBOT_WALK ,
"vehicles/spiderbot_walk"  )

◆ SOUND() [128/130]

SOUND ( WEAPON_SWITCH ,
W_Sound("weapon_switch")  )

◆ SOUND() [129/130]

SOUND ( WEAPONPICKUP ,
W_Sound("weaponpickup")  )

◆ SOUND() [130/130]

SOUND ( WEAPONPICKUP_NEW_TOYS ,
W_Sound("weaponpickup_new_toys")  )

◆ W_Sound()

string W_Sound ( string w_snd)

Definition at line 225 of file all.qc.

226{
227 string output = strcat("weapons/", w_snd);
228 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
229 return M_ARGV(1, string);
230}

References M_ARGV, MUTATOR_CALLHOOK, and strcat().