if (previous_game_starttime != startTime) {
if ((time + 5.0) < startTime) {
//if connecting to server while restart was active don't always play prepareforbattle
- sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
}
if (time < startTime) {
restartAnnouncer = spawn();
// check for pending announcement, play it and remove it
if(announce_snd != "")
{
- sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/", announce_snd, ".wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/", announce_snd, ".wav"), VOL_BASEVOICE, ATTN_NONE);
strunzone(announce_snd);
announce_snd = "";
}
if (!spectatee_status) //do cprint only for players
centerprint("^1Begin!");
- sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/begin.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/begin.wav"), VOL_BASEVOICE, ATTN_NONE);
//reset maptime announcers now as well
announcer_5min = announcer_1min = FALSE;
centerprint(strcat("^1Game starts in ", ftos(countdown_rounded), " seconds"));
if(countdown_rounded <= 3 && countdown_rounded >= 1) {
- sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/", ftos(countdown_rounded), ".wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/", ftos(countdown_rounded), ".wav"), VOL_BASEVOICE, ATTN_NONE);
}
self.nextthink = getstatf(STAT_GAMESTARTTIME) - (countdown - 1);
if not (warmuplimit == -1 && warmup_stage) {
announcer_5min = TRUE;
//dprint("i will play the sound, I promise!\n");
- sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/5minutesremain.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/5minutesremain.wav"), VOL_BASEVOICE, ATTN_NONE);
}
}
//if we're in warmup mode, check whether there's a warmup timelimit
if not (warmuplimit == -1 && warmup_stage) {
announcer_1min = TRUE;
- sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/1minuteremains.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/1minuteremains.wav"), VOL_BASEVOICE, ATTN_NONE);
}
}
}
// on world: announcers, ... INFO
// on players: item pickup ITEMS
// on entities: UNUSED
- // on csqc: UNUSED
+ // on csqc: announcers INFO
float CHAN_WEAPON = 1; // Weapon fire
// on world: UNUSED
// on players: weapon firing WEAPONS
// on world: UNUSED
// on players: item pickup ITEMS
// on entities: platforms moving etc. ITEMS
- // on csqc: UNUSED
+ // on csqc: platforms moving etc. ITEMS
float CHAN_PROJECTILE = 4; // Projectiles
// on world: UNUSED
// on players: projectiles hitting player SHOTS