.entity accuracy;
.float accuracy_frags[WEP_MAXCOUNT];
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
float weaponstats_buffer;
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS_SINGLE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS_SINGLE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS_SINGLE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
}
if (take > 50)
float valid_damage_for_weaponstats;
float excess;
- if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
+ if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
return;
dh = max(self.health, 0);
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS_SINGLE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS_SINGLE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS_SINGLE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
+ sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
}
if (take > 50)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
if(deathtype == DEATH_FALL)
- PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 75) // TODO make a "gentle" version?
- PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 50)
- PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 25)
- PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
}
if(sound_allowed(MSG_BROADCAST, attacker))
{
if(deathtype == DEATH_DROWN)
- PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
// get rid of kill indicator