if(vote_caller) { vote_caller.vote_waittime = 0; } // people like your votes, you don't need to wait to vote again
VoteReset();
- Announce("voteaccept");
+ Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_ACCEPT);
}
void VoteReject()
{
bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ", vote_called_display, "^2 was rejected\n");
VoteReset();
- Announce("votefail");
+ Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteTimeout()
{
bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ", vote_called_display, "^2 timed out\n");
VoteReset();
- Announce("votefail");
+ Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteSpam(float notvoters, float mincount, string result)
}
FOR_EACH_REALCLIENT(tmp_player) { ++tmp_playercount; }
- if(tmp_playercount > 1) { Announce("votecall"); } // don't announce a "vote now" sound if player is alone
+ if(tmp_playercount > 1) { Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_CALL); } // don't announce a "vote now" sound if player is alone
bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2 calls a vote for ", vote_called_display, "\n");
if(autocvar_sv_eventlog) { GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display)); }