string GlobalSound_sample(string pair, float r);
#ifdef SVQC
- /** Use new sound handling. TODO: use when sounds play correctly on clients */
- bool autocvar_g_debug_globalsounds = false;
/**
* @param from the source entity, its position is sent
* @param gs the global sound def
o.y = ReadCoord();
o.z = ReadCoord();
// TODO: is this really what we want to be doing? Footsteps that follow the player at head height?
- if (who == player_currententnum) e = findfloat(world, entnum, who); // play at camera position for full volume
+ if (who == player_currententnum) e = findfloat(NULL, entnum, who); // play at camera position for full volume
else if (e) e.origin = o;
if (e)
{
o.x = ReadCoord();
o.y = ReadCoord();
o.z = ReadCoord();
- if (who == player_currententnum) e = findfloat(world, entnum, who); // play at camera position for full volume
+ if (who == player_currententnum) e = findfloat(NULL, entnum, who); // play at camera position for full volume
else if (e) e.origin = o;
if (e)
{