#include <common/ent_cs.qh>
-#ifdef IMPLEMENTATION
#include <common/animdecide.qh>
#ifdef SVQC
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)
msg_entity = this.pusher;
if (IS_REAL_CLIENT(msg_entity))
{
- float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE;
+ 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);
#define X() \
MACRO_BEGIN \
{ \
- float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
+ 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); \
#define X() \
MACRO_BEGIN \
{ \
- if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < msg_entity.cvar_cl_autotaunt) \
+ if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < CS(msg_entity).cvar_cl_autotaunt) \
{ \
- float atten = (msg_entity.cvar_cl_voice_directional >= 1) \
- ? bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, \
+ float atten = (CS(msg_entity).cvar_cl_voice_directional >= 1) \
+ ? bound(ATTEN_MIN, CS(msg_entity).cvar_cl_voice_directional_taunt_attenuation, \
ATTEN_MAX) \
: ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten); \
}
#endif
-#endif