#ifndef GLOBALSOUND_H
#define GLOBALSOUND_H
+#ifdef SVQC
+ /** Use new sound handling. TODO: use when sounds play correctly on clients */
+ bool autocvar_g_debug_globalsounds = false;
+#endif
+
// player sounds, voice messages
.string m_playersoundstr;
float LoadPlayerSounds(entity this, string f, bool strict);
void UpdatePlayerSounds(entity this);
//#endif
+entity GetVoiceMessage(string type);
#ifdef SVQC
entity VM = def; \
int voicetype = VM.m_playersoundvt; \
bool ownteam = (voicetype == VOICETYPE_TEAMRADIO); \
- int flood = Say(this, ownteam, world, msg, true); \
+ int flood = Say(this, ownteam, NULL, msg, true); \
bool fake; \
if (IS_SPEC(this) || IS_OBSERVER(this) || flood < 0) fake = true; \
else if (flood > 0) fake = false; \
#endif
+string allvoicesamples;
+STATIC_INIT(allvoicesamples)
+{
+ FOREACH(PlayerSounds, it.instanceOfVoiceMessage, allvoicesamples = strcat(allvoicesamples, " ", it.m_playersoundstr));
+ allvoicesamples = strzone(substring(allvoicesamples, 1, -1));
+}
+
#endif