PutClientInServer();
}
-void play_countdown(float finished, string samp)
+void play_countdown(float finished, Sound samp)
{SELFPARAM();
+ TC(Sound, samp);
if(IS_REAL_CLIENT(self))
if(floor(finished - time - frametime) != floor(finished - time))
if(finished - time < 6)
- _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
+ sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
}
void player_powerups ()
{
if (self.items & ITEM_Strength.m_itemid)
{
- play_countdown(self.strength_finished, SND(POWEROFF));
+ play_countdown(self.strength_finished, SND_POWEROFF);
self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
if (time > self.strength_finished)
{
}
if (self.items & ITEM_Shield.m_itemid)
{
- play_countdown(self.invincible_finished, SND(POWEROFF));
+ play_countdown(self.invincible_finished, SND_POWEROFF);
self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
if (time > self.invincible_finished)
{
}
else
{
- play_countdown(self.superweapons_finished, SND(POWEROFF));
+ play_countdown(self.superweapons_finished, SND_POWEROFF);
if (time > self.superweapons_finished)
{
self.items = self.items - (self.items & IT_SUPERWEAPON);