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188
gamemodes/terrortown/gamemode/radio_shd.lua
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188
gamemodes/terrortown/gamemode/radio_shd.lua
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--- Traitor radio sounds
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TRADIO = {}
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-- This table contains every sound that can be played by the Radio traitor item.
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--
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-- It also contains settings that change how the sound is displayed on the client,
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-- or how the sound is played on the server:
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--
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-- name: The name of the sound shown in the T menu. Can be localized.
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-- name_params: The parameters to use when localizing the name, if any.
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-- sound: The sound to be played, or a table of sounds to pick from randomly.
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-- serial: If true, play through the sound table in sequential order instead of randomly.
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-- times: The number of times to repeat the sound. If set to a table, randomizes the number of times within the range {min, max}.
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-- delay: The delay between sound repetitions. If set to a table, randomizes the delay within the range {min, max}.
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-- ampl: The sound level. See https://wiki.facepunch.com/gmod/Enums/SNDLVL
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--
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-- If serial = true, you can nest multiple sound tables within the sound table.
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-- This will cause the radio to choose a random sound from the first table,
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-- then on the next repetition, choose a random sound from the next table,
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-- and so on. See footsteps (lines 70-80) for an example of this.
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--
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--
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-- If you want to add custom sounds to the radio, use TRADIO.AddNewSound in a shared lua file.
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-- For example:
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-- TRADIO.AddNewSound("glock", {
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-- name = "Glock shots",
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-- sound = Sound("Weapon_Glock.single"),
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-- delay = 0.1,
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-- times = {4, 8},
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-- ampl = 90
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-- })
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--
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-- If you want to overwrite an existing sound, you can simply modify TRADIO.Sounds directly.
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-- For example:
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-- TRADIO.Sounds.explosion = {
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-- name = "Balloon pop!",
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-- sound = Sound("garrysmod/balloon_pop_cute.wav")
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-- }
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TRADIO.Sounds = {
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-- Simple Sounds
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scream = {
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name = "radio_button_scream",
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sound = {
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Sound("vo/npc/male01/pain07.wav"),
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Sound("vo/npc/male01/pain08.wav"),
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Sound("vo/npc/male01/pain09.wav"),
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Sound("vo/npc/male01/no02.wav")
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}
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},
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explosion = {
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name = "radio_button_expl",
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sound = Sound("BaseExplosionEffect.Sound")
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},
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beeps = {
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name = "radio_button_c4",
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sound = Sound("weapons/c4/c4_beep1.wav"),
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delay = 0.75,
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times = {8, 12},
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ampl = 70
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},
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hstation = {
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name = "radio_button_heal",
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sound = Sound("items/medshot4.wav"),
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delay = 2,
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times = {3, 5}
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},
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-- Serial Sounds
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footsteps = {
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name = "radio_button_steps",
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sound = {
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{Sound("player/footsteps/concrete1.wav"), Sound("player/footsteps/concrete2.wav")},
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{Sound("player/footsteps/concrete3.wav"), Sound("player/footsteps/concrete4.wav")}
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},
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serial = true,
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times = {8, 16},
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delay = 0.35,
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ampl = 80
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},
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burning = {
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name = "radio_button_burn",
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sound = {
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Sound("General.BurningObject"),
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Sound("General.StopBurning")
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},
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serial = true,
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delay = 4,
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},
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teleport = {
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name = "radio_button_tele",
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sound = {
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Sound("ambient/levels/labs/teleport_mechanism_windup1.wav"),
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Sound("ambient/levels/labs/electric_explosion4.wav")
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},
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serial = true,
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delay = 1
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},
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-- Gun Sounds
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shotgun = {
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name = "radio_button_shotgun",
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sound = Sound( "Weapon_XM1014.Single" ),
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delay = {0.8, 1.6},
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times = {1, 3},
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ampl = 90
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},
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pistol = {
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name = "radio_button_pistol",
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sound = Sound( "Weapon_FiveSeven.Single" ),
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delay = {0.4, 0.8},
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times = {2, 4},
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ampl = 90
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},
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mac10 = {
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name = "radio_button_mac10",
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sound = Sound( "Weapon_mac10.Single" ),
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delay = 0.065,
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times = {5, 10},
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ampl = 90
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},
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deagle = {
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name = "radio_button_deagle",
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sound = Sound( "Weapon_Deagle.Single" ),
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delay = {0.6, 1.2},
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times = {1, 3},
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ampl = 90
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},
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m16 = {
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name = "radio_button_m16",
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sound = Sound( "Weapon_M4A1.Single" ),
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delay = 0.2,
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times = {1, 5},
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ampl = 90
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},
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rifle = {
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name = "radio_button_rifle",
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sound = Sound( "weapons/scout/scout_fire-1.wav" ),
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ampl = 80
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},
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huge = {
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name = "radio_button_huge",
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sound = Sound( "Weapon_m249.Single" ),
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delay = 0.055,
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times = {6, 12},
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ampl = 90
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},
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glock = {
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name = "radio_button_glock",
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sound = Sound("Weapon_Glock.single"),
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delay = 0.1,
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times = {4, 8},
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ampl = 90
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},
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sipistol = {
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name = "radio_button_sipist",
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sound = Sound("Weapon_USP.SilencedShot"),
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delay = {0.38, 0.76},
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times = {2, 4},
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ampl = 50
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}
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}
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function TRADIO.AddNewSound(key, soundData)
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local newkey = key
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local i = 1
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while TRADIO.Sounds[newkey] do
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newkey = key .. tostring(i)
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i = i + 1
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end
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TRADIO.Sounds[newkey] = soundData
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if CLIENT then
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table.insert(TRADIO.SoundOrder, newkey)
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end
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end
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