REGISTER_NET_TEMP(globalsound)
REGISTER_NET_TEMP(playersound)
- string GlobalSound_sample(string pair, float r);
-
#ifdef SVQC
/**
* @param from the source entity, its position is sent
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)
.string fld = it.m_playersoundfld;
if (this.(fld))
{
- strunzone(this.(fld));
- this.(fld) = string_null;
+ strfree(this.(fld));
}
});
}
}
string file = argv(1);
string variants = argv(2);
- if (this.(field)) strunzone(this.(field));
- this.(field) = strzone(strcat(file, " ", variants));
+ strcpy(this.(field), strcat(file, " ", variants));
}
fclose(fh);
return true;
void UpdatePlayerSounds(entity this)
{
if (this.model == this.model_for_playersound && this.skin == this.skin_for_playersound) return;
- if (this.model_for_playersound) strunzone(this.model_for_playersound);
- this.model_for_playersound = strzone(this.model);
+ strcpy(this.model_for_playersound, this.model);
this.skin_for_playersound = this.skin;
ClearPlayerSounds(this);
LoadPlayerSounds(this, "sound/player/default.sounds", true);
{
#define X() \
MACRO_BEGIN \
- { \
float atten = (CS(msg_entity).cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten); \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten); \
else soundto(MSG_ONE, this, chan, sample, vol, atten); \
- } MACRO_END
+ MACRO_END
if (fake) { msg_entity = this; X(); }
else
if (voicetype == VOICETYPE_AUTOTAUNT) tauntrand = random();
#define X() \
MACRO_BEGIN \
- { \
if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < CS(msg_entity).cvar_cl_autotaunt) \
{ \
float atten = (CS(msg_entity).cvar_cl_voice_directional >= 1) \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten); \
else soundto(MSG_ONE, this, chan, sample, vol, atten); \
} \
- } MACRO_END
+ MACRO_END
if (fake)
{
msg_entity = this;