]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/target/speaker.qc
Don't even try to translate keys if game isn't translated
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / target / speaker.qc
index 046128f796d2cef4d353942496d952cb8d8c11c5..af327b443bc21febb1c8494829bfd10e1fb4543a 100644 (file)
@@ -1,3 +1,4 @@
+#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);
@@ -79,53 +80,53 @@ spawnfunc(target_speaker)
 {
        // TODO: "*" prefix to sound file name
        // TODO: wait and random (just, HOW? random is not a field)
-       if(self.noise)
-               precache_sound (self.noise);
+       if(this.noise)
+               precache_sound (this.noise);
 
-       if(!self.atten && !(self.spawnflags & 4))
+       if(!this.atten && !(this.spawnflags & 4))
        {
                IFTARGETED
-                       self.atten = ATTEN_NORM;
+                       this.atten = ATTEN_NORM;
                else
-                       self.atten = ATTEN_STATIC;
+                       this.atten = ATTEN_STATIC;
        }
-       else if(self.atten < 0)
-               self.atten = 0;
+       else if(this.atten < 0)
+               this.atten = 0;
 
-       if(!self.volume)
-               self.volume = 1;
+       if(!this.volume)
+               this.volume = 1;
 
        IFTARGETED
        {
-               if(self.spawnflags & 8) // ACTIVATOR
-                       self.use = target_speaker_use_activator;
-               else if(self.spawnflags & 1) // LOOPED_ON
+               if(this.spawnflags & 8) // ACTIVATOR
+                       this.use = target_speaker_use_activator;
+               else if(this.spawnflags & 1) // LOOPED_ON
                {
-                       target_speaker_use_on(self, NULL, NULL);
-                       self.reset = target_speaker_reset;
+                       target_speaker_use_on(this, NULL, NULL);
+                       this.reset = target_speaker_reset;
                }
-               else if(self.spawnflags & 2) // LOOPED_OFF
+               else if(this.spawnflags & 2) // LOOPED_OFF
                {
-                       self.use = target_speaker_use_on;
-                       self.reset = target_speaker_reset;
+                       this.use = target_speaker_use_on;
+                       this.reset = target_speaker_reset;
                }
                else
-                       self.use = target_speaker_use_on;
+                       this.use = target_speaker_use_on;
        }
-       else if(self.spawnflags & 1) // LOOPED_ON
+       else if(this.spawnflags & 1) // LOOPED_ON
        {
-               ambientsound (self.origin, self.noise, VOL_BASE * self.volume, self.atten);
-               remove(self);
+               ambientsound (this.origin, this.noise, VOL_BASE * this.volume, this.atten);
+               delete(this);
        }
-       else if(self.spawnflags & 2) // LOOPED_OFF
+       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 (self.origin, self.noise, VOL_BASE * self.volume, self.atten);
-               remove(self);
+               ambientsound (this.origin, this.noise, VOL_BASE * this.volume, this.atten);
+               delete(this);
        }
 }
 #endif