Added ammo purchases and caliber infotypes Started working on the Escape gamemode Crouching is now implemented
43 lines
1.4 KiB
C
43 lines
1.4 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*float CSQC_Event_Sound( float entnum, float channel, string soundname, float vol, float attenuation, vector pos, float pitchmod, float flags ) {
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}*/
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/*
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=================
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Sound_Delayed
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Now you can call sounds in advance
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=================
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*/
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void Sound_Delayed( string sSample, float fVol, float fDelay ) {
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static void Sound_Delayed_PlayBack( void ) {
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//print( sprintf( "[SOUND] Playing Event %s\n", self.sSoundSample ) );
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localsound( self.sSoundSample, CHAN_AUTO, self.fVolume );
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remove( self );
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}
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entity eSound = spawn();
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eSound.think = Sound_Delayed_PlayBack;
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eSound.sSoundSample = sSample;
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eSound.fVolume = fVol;
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eSound.nextthink = time + fDelay;
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}
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