REGISTER_NET_TEMP(globalsound)
REGISTER_NET_TEMP(playersound)
+ #ifdef GAMEQC
+ REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
+ REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
+ REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
+ #endif
+
#ifdef SVQC
/**
* @param from the source entity, its position is sent
msg_entity = this.pusher;
if (IS_REAL_CLIENT(msg_entity))
{
- float atten = (CS(msg_entity).cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE;
+ float atten = (CS_CVAR(msg_entity).cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE;
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten, thepitch);
else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten, thepitch);
else soundto(MSG_ONE, this, chan, sample, vol, atten, thepitch);
{
#define X() \
MACRO_BEGIN \
- float atten = (CS(msg_entity).cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
+ float atten = (CS_CVAR(msg_entity).cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten, thepitch); \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten, thepitch); \
else soundto(MSG_ONE, this, chan, sample, vol, atten, thepitch); \
#define X() \
MACRO_BEGIN \
- if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < CS(msg_entity).cvar_cl_autotaunt) \
+ if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < CS_CVAR(msg_entity).cvar_cl_autotaunt) \
{ \
- float atten = (CS(msg_entity).cvar_cl_voice_directional >= 1) \
- ? bound(ATTEN_MIN, CS(msg_entity).cvar_cl_voice_directional_taunt_attenuation, \
+ float atten = (CS_CVAR(msg_entity).cvar_cl_voice_directional >= 1) \
+ ? bound(ATTEN_MIN, CS_CVAR(msg_entity).cvar_cl_voice_directional_taunt_attenuation, \
ATTEN_MAX) \
: ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten, thepitch); \