15 else if(actor.(sample) ==
"")
41 else if(actor.(sample) ==
"")
58 this.
use = target_speaker_use_off;
63 this.
use = target_speaker_use_on;
65 void target_speaker_reset(
entity this)
69 if(this.
use == target_speaker_use_on)
70 target_speaker_use_on(
this,
NULL,
NULL);
74 if(this.
use == target_speaker_use_off)
75 target_speaker_use_off(
this,
NULL,
NULL);
88 LOG_WARN(
"target_speaker uses legacy spawnflag GLOBAL (BIT(2)), please set atten to -1 instead");
99 else if(this.
atten < 0)
108 this.
use = target_speaker_use_activator;
111 target_speaker_use_on(
this,
NULL,
NULL);
112 this.reset = target_speaker_reset;
116 this.
use = target_speaker_use_on;
117 this.reset = target_speaker_reset;
120 this.
use = target_speaker_use_on;
129 objerror(
this,
"This sound entity can never be activated");
spawnfunc(info_player_attacker)
const int SPEAKER_LOOPED_ON
#define IS_REAL_CLIENT(v)
string GetVoiceMessageSampleField(string type)
const int SPEAKER_ACTIVATOR
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
bool GetPlayerSoundSampleField_notFound
const int CH_TRIGGER_SINGLE
#define _sound(e, c, s, v, a)
#define sound(e, c, s, v, a)
const int SPEAKER_LOOPED_OFF