flag.ctf_status = FLAG_CARRY;
// messages and sounds
- sound(player, CH_TRIGGER, "ctf/pass.wav", VOL_BASE, ATTN_NORM);
+ sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTN_NORM);
ctf_EventLog("recieve", flag.team, player);
FOR_EACH_REALPLAYER(tmp_player)
if(!flag.snd_flag_respawn) { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
+ if(!flag.snd_flag_pass) { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here
// precache
precache_sound(flag.snd_flag_taken);
precache_sound(flag.snd_flag_respawn);
precache_sound(flag.snd_flag_dropped);
precache_sound(flag.snd_flag_touch);
+ precache_sound(flag.snd_flag_pass);
precache_model(flag.model);
precache_model("models/ctf/shield.md3");
precache_model("models/ctf/shockwavetransring.md3");