add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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-- çâóê ðåàêöèè ïèëîòîâ âåðòîë¸òà íà ðàçíûå ñîáûòèÿ
-- ×óãàé
snd_see_enemy = {
xr_sound.get_safe_sound_object( [[helicopter\see_enemy_1]] ),
xr_sound.get_safe_sound_object( [[helicopter\see_enemy_2]] ),
xr_sound.get_safe_sound_object( [[helicopter\see_enemy_3]] ),
xr_sound.get_safe_sound_object( [[helicopter\see_enemy_4]] ),
xr_sound.get_safe_sound_object( [[helicopter\see_enemy_5]] ),
xr_sound.get_safe_sound_object( [[helicopter\see_enemy_6]] ),
xr_sound.get_safe_sound_object( [[helicopter\see_enemy_7]] )
}
snd_hit = {
xr_sound.get_safe_sound_object( [[helicopter\hit_1]] ),
xr_sound.get_safe_sound_object( [[helicopter\hit_2]] ),
xr_sound.get_safe_sound_object( [[helicopter\hit_3]] ),
xr_sound.get_safe_sound_object( [[helicopter\hit_4]] ),
xr_sound.get_safe_sound_object( [[helicopter\hit_5]] ),
xr_sound.get_safe_sound_object( [[helicopter\hit_6]] ),
xr_sound.get_safe_sound_object( [[helicopter\hit_7]] ),
xr_sound.get_safe_sound_object( [[helicopter\hit_8]] ),
xr_sound.get_safe_sound_object( [[helicopter\hit_9]] )
}
snd_damaged = {
xr_sound.get_safe_sound_object( [[helicopter\damage_1]] ),
xr_sound.get_safe_sound_object( [[helicopter\damage_2]] ),
xr_sound.get_safe_sound_object( [[helicopter\damage_3]] ),
xr_sound.get_safe_sound_object( [[helicopter\damage_4]] )
}
snd_down = {
xr_sound.get_safe_sound_object( [[helicopter\death_1]] ),
xr_sound.get_safe_sound_object( [[helicopter\death_2]] ),
xr_sound.get_safe_sound_object( [[helicopter\death_3]] ),
xr_sound.get_safe_sound_object( [[helicopter\death_4]] ),
xr_sound.get_safe_sound_object( [[helicopter\death_5]] ),
xr_sound.get_safe_sound_object( [[helicopter\death_6]] )
}
--------------------------------------------------------------------------------
function play_snd( st, snd_set, priority )
if not st.mute and
( not st.snd_obj or
not st.snd_obj:playing() or
st.snd_priority < priority )
then
stop_snd( st )
st.snd_obj = snd_set[math.random( 1, #snd_set )]
st.snd_obj:play( db.actor, 0, sound_object.s2d )
st.snd_priority = priority
end
end
function stop_snd( st )
if st.snd_obj then
st.snd_obj:stop()
end
end