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The following types of sounds were involved in the integration process:
Each character has associated pain, die, and footstep events. (See monstertypes[] in monster.cpp.)
Footstep events are posted from the monsterfootstep() function, which also sets the 'Material' switch corresponding to the texture underneath the character, to drive the footstep switch container.
Items have associated pickup events. (See itemstats[] in entities.cpp)
Each weapon has an associated event. (See guns[] in weapon.cpp)
Projectiles have a splashing event (S_FEXPLODE, S_RLHIT).
The rocket has a continuous thrust sound (played by the event S_RLTHRUST). Velocity in baseent is boosted to enhance Doppler effect. The sound is stopped by the rocket splash event (S_RLHIT).
Shooting while quad damage is enabled also posts the event S_ITEMPUP.
Certain events also need to go to the server for network play; this is handled by snd_clientevent().
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