diff --git a/dlls/agrunt.cpp b/dlls/agrunt.cpp index 8d6ae9c6f..41b3a32c1 100644 --- a/dlls/agrunt.cpp +++ b/dlls/agrunt.cpp @@ -339,7 +339,7 @@ void CAGrunt::DeathSound() { StopTalking(); - EMIT_SOUND(ENT(pev), CHAN_VOICE, pDieSounds[RANDOM_LONG(0, ARRAYSIZE(pDieSounds) - 1)], 1.0, ATTN_NORM); + EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDieSounds), 1.0, ATTN_NORM); } //========================================================= @@ -349,7 +349,7 @@ void CAGrunt::AlertSound() { StopTalking(); - EMIT_SOUND(ENT(pev), CHAN_VOICE, pAlertSounds[RANDOM_LONG(0, ARRAYSIZE(pAlertSounds) - 1)], 1.0, ATTN_NORM); + EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1.0, ATTN_NORM); } //========================================================= @@ -359,7 +359,7 @@ void CAGrunt::AttackSound() { StopTalking(); - EMIT_SOUND(ENT(pev), CHAN_VOICE, pAttackSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackSounds) - 1)], 1.0, ATTN_NORM); + EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM); } //========================================================= @@ -376,7 +376,7 @@ void CAGrunt::PainSound() StopTalking(); - EMIT_SOUND(ENT(pev), CHAN_VOICE, pPainSounds[RANDOM_LONG(0, ARRAYSIZE(pPainSounds) - 1)], 1.0, ATTN_NORM); + EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM); } //========================================================= @@ -534,7 +534,7 @@ void CAGrunt::HandleAnimEvent(MonsterEvent_t* pEvent) pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 250; } - EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackHitSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); + EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); Vector vecArmPos, vecArmAng; GetAttachment(0, vecArmPos, vecArmAng); @@ -543,7 +543,7 @@ void CAGrunt::HandleAnimEvent(MonsterEvent_t* pEvent) else { // Play a random attack miss sound - EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); + EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); } } break; @@ -564,7 +564,7 @@ void CAGrunt::HandleAnimEvent(MonsterEvent_t* pEvent) pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -250; } - EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackHitSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); + EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); Vector vecArmPos, vecArmAng; GetAttachment(0, vecArmPos, vecArmAng); @@ -573,7 +573,7 @@ void CAGrunt::HandleAnimEvent(MonsterEvent_t* pEvent) else { // Play a random attack miss sound - EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); + EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5, 5)); } } break; @@ -617,31 +617,15 @@ void CAGrunt::Spawn() //========================================================= void CAGrunt::Precache() { - int i; - PRECACHE_MODEL("models/agrunt.mdl"); - for (i = 0; i < ARRAYSIZE(pAttackHitSounds); i++) - PRECACHE_SOUND((char*)pAttackHitSounds[i]); - - for (i = 0; i < ARRAYSIZE(pAttackMissSounds); i++) - PRECACHE_SOUND((char*)pAttackMissSounds[i]); - - for (i = 0; i < ARRAYSIZE(pIdleSounds); i++) - PRECACHE_SOUND((char*)pIdleSounds[i]); - - for (i = 0; i < ARRAYSIZE(pDieSounds); i++) - PRECACHE_SOUND((char*)pDieSounds[i]); - - for (i = 0; i < ARRAYSIZE(pPainSounds); i++) - PRECACHE_SOUND((char*)pPainSounds[i]); - - for (i = 0; i < ARRAYSIZE(pAttackSounds); i++) - PRECACHE_SOUND((char*)pAttackSounds[i]); - - for (i = 0; i < ARRAYSIZE(pAlertSounds); i++) - PRECACHE_SOUND((char*)pAlertSounds[i]); - + PRECACHE_SOUND_ARRAY(pAttackHitSounds); + PRECACHE_SOUND_ARRAY(pAttackMissSounds); + PRECACHE_SOUND_ARRAY(pIdleSounds); + PRECACHE_SOUND_ARRAY(pDieSounds); + PRECACHE_SOUND_ARRAY(pPainSounds); + PRECACHE_SOUND_ARRAY(pAttackSounds); + PRECACHE_SOUND_ARRAY(pAlertSounds); PRECACHE_SOUND("hassault/hw_shoot1.wav");