+#include "speaker.qh"
#ifdef SVQC
// TODO add a way to do looped sounds with sound(); then complete this entity
void target_speaker_use_off(entity this, entity actor, entity trigger);
else if(this.spawnflags & 1) // LOOPED_ON
{
ambientsound (this.origin, this.noise, VOL_BASE * this.volume, this.atten);
- remove(this);
+ delete(this);
}
else if(this.spawnflags & 2) // LOOPED_OFF
{
- objerror("This sound entity can never be activated");
+ objerror(this, "This sound entity can never be activated");
}
else
{
// Quake/Nexuiz fallback
ambientsound (this.origin, this.noise, VOL_BASE * this.volume, this.atten);
- remove(this);
+ delete(this);
}
}
#endif