- set_flag_string(flag, snd_flag_taken, "ctf/%s_taken.wav", teamname);
- set_flag_string(flag, snd_flag_returned, "ctf/%s_returned.wav", teamname);
- set_flag_string(flag, snd_flag_capture, "ctf/%s_capture.wav", teamname);
- set_flag_string(flag, snd_flag_dropped, "ctf/%s_dropped.wav", teamname);
- if(flag.snd_flag_respawn == "") { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
- if(flag.snd_flag_touch == "") { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound
- if(flag.snd_flag_pass == "") { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here
-
- // precache
- precache_sound(flag.snd_flag_taken);
- precache_sound(flag.snd_flag_returned);
- precache_sound(flag.snd_flag_capture);
+ flag.snd_flag_taken = SND(CTF_TAKEN(teamnumber));
+ flag.snd_flag_returned = SND(CTF_RETURNED(teamnumber));
+ flag.snd_flag_capture = SND(CTF_CAPTURE(teamnumber));
+ flag.snd_flag_dropped = SND(CTF_DROPPED(teamnumber));
+ if (flag.snd_flag_respawn == "") flag.snd_flag_respawn = SND(CTF_RESPAWN); // if there is ever a team-based sound for this, update the code to match.