else
snd = this.noise;
msg_entity = actor;
- soundto(MSG_ONE, this, CH_TRIGGER, snd, VOL_BASE * this.volume, this.atten);
+ soundto(MSG_ONE, this, CH_TRIGGER, snd, VOL_BASE * this.volume, this.atten, 0);
}
void target_speaker_use_on(entity this, entity actor, entity trigger)
{