WriteByte(channel, floor(_atten * 64));
entcs_force_origin(from);
vector o = from.origin + 0.5 * (from.mins + from.maxs);
- WriteCoord(channel, o.x);
- WriteCoord(channel, o.y);
- WriteCoord(channel, o.z);
+ WriteVector(channel, o);
}
/**
WriteByte(channel, floor(_atten * 64));
entcs_force_origin(from);
vector o = from.origin + 0.5 * (from.mins + from.maxs);
- WriteCoord(channel, o.x);
- WriteCoord(channel, o.y);
- WriteCoord(channel, o.z);
+ WriteVector(channel, o);
}
#endif
int chan = ReadSByte();
float vol = ReadByte() / 255;
float atten = ReadByte() / 64;
- vector o;
- o.x = ReadCoord();
- o.y = ReadCoord();
- o.z = ReadCoord();
+ vector o = ReadVector();
// TODO: is this really what we want to be doing? Footsteps that follow the player at head height?
if (who == player_currententnum) e = findfloat(NULL, entnum, who); // play at camera position for full volume
else if (e) e.origin = o;
int chan = ReadSByte();
float vol = ReadByte() / 255;
float atten = ReadByte() / 64;
- vector o;
- o.x = ReadCoord();
- o.y = ReadCoord();
- o.z = ReadCoord();
+ vector o = ReadVector();
if (who == player_currententnum) e = findfloat(NULL, entnum, who); // play at camera position for full volume
else if (e) e.origin = o;
if (e)