6 void soundat(
entity e,
vector o,
float chan,
string samp,
float vol,
float _atten);
8 void stopsoundto(
float _dest,
entity e,
float chan);
10 void soundtoat(
float _dest,
entity e,
vector o,
float chan,
string samp,
float vol,
float _atten,
float _pitch);
14 float spamsound(
entity e,
float chan,
Sound samp,
float vol,
float _atten);
16 void play2(
entity e,
string filename);
18 void play2all(
string samp);
20 void play2team(
float t,
string filename);
22 void soundto(
float dest,
entity e,
float chan,
string samp,
float vol,
float atten,
float _pitch);
24 void stopsound(
entity e,
float chan);
30 #define SOUND(name, path) \ 31 string SND_##name##_get() { return path; } \ 32 REGISTER(Sounds, SND, name, m_id, NEW(Sound, SND_##name##_get)) 35 #define SND(id) Sound_fixpath(SND_##id) 38 FOREACH(Sounds,
true, it.sound_precache(it));
41 SOUND(Null,
"misc/null");
REGISTRY(Weapons, 72) STATIC_INIT(WeaponPickup)
#define REGISTER_REGISTRY(id)
#define REGISTRY_DEFINE_GET(id, null)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SOUND(name, path)
#define FOREACH(list, cond, body)