本文整理汇总了Python中qwpython.qwsv.engine.precache_sound函数的典型用法代码示例。如果您正苦于以下问题:Python precache_sound函数的具体用法?Python precache_sound怎么用?Python precache_sound使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了precache_sound函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: light_fluoro
def light_fluoro(*qwp_extra):
if qc.self.style >= 32:
qc.self.use = light_use
if qc.self.spawnflags & START_OFF:
engine.lightstyle(qc.self.style, 'a')
else:
engine.lightstyle(qc.self.style, 'm')
engine.precache_sound('ambience/fl_hum1.wav')
engine.ambientsound(qc.self.origin, 'ambience/fl_hum1.wav', 0.5, defs.ATTN_STATIC)
示例2: item_artifact_envirosuit
def item_artifact_envirosuit(*qwp_extra):
qc.self.touch = powerup_touch
engine.precache_model('progs/suit.mdl')
engine.precache_sound('items/suit.wav')
engine.precache_sound('items/suit2.wav')
qc.self.noise = 'items/suit.wav'
qc.self.setmodel('progs/suit.mdl')
qc.self.netname = 'Biosuit'
qc.self.items = defs.IT_SUIT
qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32))
StartItem()
示例3: trigger_teleport
def trigger_teleport(*qwp_extra):
subs.InitTrigger()
qc.self.touch = teleport_touch
# find the destination
if not qc.self.target:
qc.objerror('no target')
qc.self.use = teleport_use
if not (qc.self.spawnflags & SILENT):
engine.precache_sound('ambience/hum1.wav')
o = (qc.self.mins + qc.self.maxs) * 0.5
engine.ambientsound(o, 'ambience/hum1.wav', 0.5, defs.ATTN_STATIC)
示例4: func_train
def func_train(*qwp_extra):
if not qc.self.speed:
qc.self.speed = 100
if not qc.self.target:
qc.objerror('func_train without a target')
if not qc.self.dmg:
qc.self.dmg = 2
if qc.self.sounds == 0:
qc.self.noise = ('misc/null.wav')
engine.precache_sound('misc/null.wav')
qc.self.noise1 = ('misc/null.wav')
engine.precache_sound('misc/null.wav')
elif qc.self.sounds == 1:
qc.self.noise = ('plats/train2.wav')
engine.precache_sound('plats/train2.wav')
qc.self.noise1 = ('plats/train1.wav')
engine.precache_sound('plats/train1.wav')
qc.self.cnt = 1
qc.self.solid = defs.SOLID_BSP
qc.self.movetype = defs.MOVETYPE_PUSH
qc.self.blocked = train_blocked
qc.self.use = train_use
qc.self.classname = 'train'
qc.self.setmodel(qc.self.model)
qc.setsize(qc.self, qc.self.mins, qc.self.maxs)
qc.setorigin(qc.self, qc.self.origin)
# start trains on the second frame, to make sure their targets have had
# a chance to spawn
qc.self.nextthink = qc.self.ltime + 0.1
qc.self.think = func_train_find
示例5: trigger_secret
def trigger_secret(*qwp_extra):
qc.total_secrets += 1
qc.self.wait = -1
if not qc.self.message:
qc.self.message = 'You found a secret area!'
if not qc.self.sounds:
qc.self.sounds = 1
if qc.self.sounds == 1:
engine.precache_sound('misc/secret.wav')
qc.self.noise = 'misc/secret.wav'
elif qc.self.sounds == 2:
engine.precache_sound('misc/talk.wav')
qc.self.noise = 'misc/talk.wav'
trigger_multiple()
示例6: misc_explobox2
def misc_explobox2(*qwp_extra):
qc.self.solid = defs.SOLID_BBOX
qc.self.movetype = defs.MOVETYPE_NONE
engine.precache_model('maps/b_exbox2.bsp')
qc.self.setmodel('maps/b_exbox2.bsp')
qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 32))
engine.precache_sound('weapons/r_exp3.wav')
qc.self.health = 20
qc.self.th_die = barrel_explode
qc.self.takedamage = defs.DAMAGE_AIM
qc.self.origin %= Vector(None, None, qc.self.origin.z + 2)
oldz = qc.self.origin.z
qc.droptofloor()
if oldz - qc.self.origin.z > 250:
engine.dprint('item fell out of level at ')
engine.dprint(str(qc.self.origin))
engine.dprint('\012')
qc.self.remove()
示例7: StartRuneSpawn
def StartRuneSpawn(*qwp_extra):
if defs.runespawned or defs.gamestart:
return
defs.runespawned = 1
engine.precache_model('progs/end1.mdl')
engine.precache_model('progs/end2.mdl')
engine.precache_model('progs/end3.mdl')
engine.precache_model('progs/end4.mdl')
engine.precache_model('progs/m_s_key.mdl')
engine.precache_model('progs/m_g_key.mdl')
engine.precache_sound('rune/rune1.wav')
engine.precache_sound('rune/rune2.wav')
engine.precache_sound('rune/rune22.wav') # special rune and quad combo
engine.precache_sound('rune/rune3.wav')
engine.precache_sound('rune/rune4.wav')
# spawn the runes
rspawn = qc.spawn()
rspawn.nextthink = qc.time + 0.1
rspawn.think = SpawnRunes
示例8: trigger_multiple
def trigger_multiple(*qwp_extra):
if qc.self.sounds == 1:
engine.precache_sound('misc/secret.wav')
qc.self.noise = 'misc/secret.wav'
elif qc.self.sounds == 2:
engine.precache_sound('misc/talk.wav')
qc.self.noise = 'misc/talk.wav'
elif qc.self.sounds == 3:
engine.precache_sound('misc/trigger1.wav')
qc.self.noise = 'misc/trigger1.wav'
if not qc.self.wait:
qc.self.wait = 0.2
qc.self.use = multi_use
subs.InitTrigger()
if qc.self.health:
if qc.self.spawnflags & SPAWNFLAG_NOTOUCH:
qc.objerror("health and notouch don't make sense\012")
qc.self.max_health = qc.self.health
qc.self.th_die = multi_killed
qc.self.takedamage = defs.DAMAGE_YES
qc.self.solid = defs.SOLID_BBOX
qc.setorigin(qc.self, qc.self.origin) # make sure it links into the world
else:
if not (qc.self.spawnflags & SPAWNFLAG_NOTOUCH):
qc.self.touch = multi_touch
示例9: item_health
def item_health(*qwp_extra):
qc.self.touch = health_touch
if qc.self.spawnflags & H_ROTTEN:
engine.precache_model('maps/b_bh10.bsp')
engine.precache_sound('items/r_item1.wav')
qc.self.setmodel('maps/b_bh10.bsp')
qc.self.noise = 'items/r_item1.wav'
qc.self.healamount = 15
qc.self.healtype = 0
elif qc.self.spawnflags & H_MEGA:
engine.precache_model('maps/b_bh100.bsp')
engine.precache_sound('items/r_item2.wav')
qc.self.setmodel('maps/b_bh100.bsp')
qc.self.noise = 'items/r_item2.wav'
qc.self.healamount = 100
qc.self.healtype = 2
else:
engine.precache_model('maps/b_bh25.bsp')
engine.precache_sound('items/health1.wav')
qc.self.setmodel('maps/b_bh25.bsp')
qc.self.noise = 'items/health1.wav'
qc.self.healamount = 25
qc.self.healtype = 1
qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 56))
StartItem()
示例10: func_plat
def func_plat(*qwp_extra):
t = engine.world
if not qc.self.t_length:
qc.self.t_length = 80
if not qc.self.t_width:
qc.self.t_width = 10
if qc.self.sounds == 0:
qc.self.sounds = 2
# FIX THIS TO LOAD A GENERIC PLAT SOUND
if qc.self.sounds == 1:
engine.precache_sound('plats/plat1.wav')
engine.precache_sound('plats/plat2.wav')
qc.self.noise = 'plats/plat1.wav'
qc.self.noise1 = 'plats/plat2.wav'
if qc.self.sounds == 2:
engine.precache_sound('plats/medplat1.wav')
engine.precache_sound('plats/medplat2.wav')
qc.self.noise = 'plats/medplat1.wav'
qc.self.noise1 = 'plats/medplat2.wav'
qc.self.mangle = qc.self.angles
qc.self.angles = Vector(0, 0, 0)
qc.self.classname = 'plat'
qc.self.solid = defs.SOLID_BSP
qc.self.movetype = defs.MOVETYPE_PUSH
qc.setorigin(qc.self, qc.self.origin)
qc.self.setmodel(qc.self.model)
qc.setsize(qc.self, qc.self.mins, qc.self.maxs)
qc.self.blocked = plat_crush
if not qc.self.speed:
qc.self.speed = 150
# pos1 is the top position, pos2 is the bottom
qc.self.pos1 = qc.self.origin
qc.self.pos2 = qc.self.origin
if qc.self.height:
qc.self.pos2 %= Vector(None, None, qc.self.origin.z - qc.self.height)
else:
qc.self.pos2 %= Vector(None, None, qc.self.origin.z - qc.self.size.z + 8)
qc.self.use = plat_trigger_use
plat_spawn_inside_trigger() # the "start moving" trigger
if qc.self.targetname:
qc.self.state = defs.STATE_UP
qc.self.use = plat_use
else:
qc.setorigin(qc.self, qc.self.pos2)
qc.self.state = defs.STATE_BOTTOM
示例11: misc_teleporttrain
def misc_teleporttrain(*qwp_extra):
if not qc.self.speed:
qc.self.speed = 100
if not qc.self.target:
qc.objerror('func_train without a target')
qc.self.cnt = 1
qc.self.solid = defs.SOLID_NOT
qc.self.movetype = defs.MOVETYPE_PUSH
qc.self.blocked = train_blocked
qc.self.use = train_use
qc.self.avelocity = Vector(100, 200, 300)
qc.self.noise = ('misc/null.wav')
engine.precache_sound('misc/null.wav')
qc.self.noise1 = ('misc/null.wav')
engine.precache_sound('misc/null.wav')
engine.precache_model('progs/teleport.mdl')
qc.self.setmodel('progs/teleport.mdl')
qc.setsize(qc.self, qc.self.mins, qc.self.maxs)
qc.setorigin(qc.self, qc.self.origin)
# start trains on the second frame, to make sure their targets have had
# a chance to spawn
qc.self.nextthink = qc.self.ltime + 0.1
qc.self.think = func_train_find
示例12: trap_spikeshooter
def trap_spikeshooter(*qwp_extra):
subs.SetMovedir()
qc.self.use = spikeshooter_use
if qc.self.spawnflags & SPAWNFLAG_LASER:
engine.precache_model('progs/laser.mdl')
engine.precache_sound('enforcer/enfire.wav')
engine.precache_sound('enforcer/enfstop.wav')
else:
engine.precache_sound('weapons/spike2.wav')
示例13: item_sigil
def item_sigil(*qwp_extra):
if not qc.self.spawnflags:
qc.objerror('no spawnflags')
engine.precache_sound('misc/runekey.wav')
qc.self.noise = 'misc/runekey.wav'
if qc.self.spawnflags & 1:
engine.precache_model('progs/end1.mdl')
qc.self.setmodel('progs/end1.mdl')
if qc.self.spawnflags & 2:
engine.precache_model('progs/end2.mdl')
qc.self.setmodel('progs/end2.mdl')
if qc.self.spawnflags & 4:
engine.precache_model('progs/end3.mdl')
qc.self.setmodel('progs/end3.mdl')
if qc.self.spawnflags & 8:
engine.precache_model('progs/end4.mdl')
qc.self.setmodel('progs/end4.mdl')
qc.self.touch = sigil_touch
qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32))
StartItem()
示例14: item_artifact_invulnerability
def item_artifact_invulnerability(*qwp_extra):
qc.self.touch = powerup_touch
engine.precache_model('progs/invulner.mdl')
engine.precache_sound('items/protect.wav')
engine.precache_sound('items/protect2.wav')
engine.precache_sound('items/protect3.wav')
qc.self.noise = 'items/protect.wav'
qc.self.setmodel('progs/invulner.mdl')
qc.self.netname = 'Pentagram of Protection'
qc.self.items = defs.IT_INVULNERABILITY
qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32))
StartItem()
示例15: item_artifact_super_damage
def item_artifact_super_damage(*qwp_extra):
qc.self.touch = powerup_touch
engine.precache_model('progs/quaddama.mdl')
engine.precache_sound('items/damage.wav')
engine.precache_sound('items/damage2.wav')
engine.precache_sound('items/damage3.wav')
qc.self.noise = 'items/damage.wav'
qc.self.setmodel('progs/quaddama.mdl')
qc.self.netname = 'Quad Damage'
qc.self.items = defs.IT_QUAD
qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32))
StartItem()