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Play correct team sounds when in spectator mode and following a player.
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parent
cf30922932
commit
0a8eb09834
1 changed files with 10 additions and 10 deletions
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@ -1033,19 +1033,19 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
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DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
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switch( es->eventParm ) {
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switch( es->eventParm ) {
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case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
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case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
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if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED )
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CG_AddBufferedSound( cgs.media.captureYourTeamSound );
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CG_AddBufferedSound( cgs.media.captureYourTeamSound );
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else
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else
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CG_AddBufferedSound( cgs.media.captureOpponentSound );
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CG_AddBufferedSound( cgs.media.captureOpponentSound );
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break;
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break;
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case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
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case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
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if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE )
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CG_AddBufferedSound( cgs.media.captureYourTeamSound );
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CG_AddBufferedSound( cgs.media.captureYourTeamSound );
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else
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else
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CG_AddBufferedSound( cgs.media.captureOpponentSound );
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CG_AddBufferedSound( cgs.media.captureOpponentSound );
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break;
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break;
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case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
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case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
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if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED )
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CG_AddBufferedSound( cgs.media.returnYourTeamSound );
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CG_AddBufferedSound( cgs.media.returnYourTeamSound );
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else
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else
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CG_AddBufferedSound( cgs.media.returnOpponentSound );
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CG_AddBufferedSound( cgs.media.returnOpponentSound );
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@ -1053,7 +1053,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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CG_AddBufferedSound( cgs.media.blueFlagReturnedSound );
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CG_AddBufferedSound( cgs.media.blueFlagReturnedSound );
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break;
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break;
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case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
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case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
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if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE )
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CG_AddBufferedSound( cgs.media.returnYourTeamSound );
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CG_AddBufferedSound( cgs.media.returnYourTeamSound );
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else
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else
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CG_AddBufferedSound( cgs.media.returnOpponentSound );
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CG_AddBufferedSound( cgs.media.returnOpponentSound );
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@ -1066,7 +1066,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
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if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
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}
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}
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else {
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else {
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if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
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if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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if (cgs.gametype == GT_1FCTF)
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if (cgs.gametype == GT_1FCTF)
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CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
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CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
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@ -1074,7 +1074,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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#endif
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#endif
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CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
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CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
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}
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}
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else if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
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else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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if (cgs.gametype == GT_1FCTF)
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if (cgs.gametype == GT_1FCTF)
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CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
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CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
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@ -1089,7 +1089,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
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if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
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}
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}
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else {
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else {
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if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
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if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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if (cgs.gametype == GT_1FCTF)
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if (cgs.gametype == GT_1FCTF)
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CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
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CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
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@ -1097,7 +1097,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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#endif
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#endif
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CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
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CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
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}
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}
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else if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
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else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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if (cgs.gametype == GT_1FCTF)
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if (cgs.gametype == GT_1FCTF)
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CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
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CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
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@ -1109,12 +1109,12 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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break;
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break;
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#ifdef MISSIONPACK
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#ifdef MISSIONPACK
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case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
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case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
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if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
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if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
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CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
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CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
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}
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}
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break;
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break;
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case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
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case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
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if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
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if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
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CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
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CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
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}
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}
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break;
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break;
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