priority & distance based sound scheduler
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1787 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -451,7 +451,7 @@ void dokill(playerent *pl, playerent *act, bool gib)
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}
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if(gib)
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{
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if(pl!=act && act->weaponsel->type == GUN_SNIPER) playsound(S_HEADSHOT);
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if(pl!=act && act->weaponsel->type == GUN_SNIPER) playsound(S_HEADSHOT, SP_LOW);
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addgib(pl);
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}
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if(!m_mp(gamemode))
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@@ -604,28 +604,28 @@ void flagmsg(int flag, int action)
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{
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case SV_FLAGPICKUP:
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{
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playsound(S_FLAGPICKUP);
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playsound(S_FLAGPICKUP, SP_HIGH);
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if(firstperson) conoutf("\f2you got the enemy flag");
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else conoutf("\f2%s got %s flag", colorname(f.actor), teamstr);
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break;
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}
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case SV_FLAGDROP:
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{
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playsound(S_FLAGDROP);
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playsound(S_FLAGDROP, SP_HIGH);
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if(firstperson) conoutf("\f2you lost the flag");
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else conoutf("\f2%s lost %s flag", colorname(f.actor), teamstr);
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break;
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}
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case SV_FLAGRETURN:
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{
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playsound(S_FLAGRETURN);
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playsound(S_FLAGRETURN, SP_HIGH);
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if(firstperson) conoutf("\f2you returned your flag");
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else conoutf("\f2%s returned %s flag", colorname(f.actor), teamstr);
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break;
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}
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case SV_FLAGSCORE:
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{
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playsound(S_FLAGSCORE);
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playsound(S_FLAGSCORE, SP_HIGH);
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if(firstperson)
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{
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conoutf("\f2you scored");
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@@ -636,7 +636,7 @@ void flagmsg(int flag, int action)
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}
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case SV_FLAGRESET:
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{
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playsound(S_FLAGRETURN);
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playsound(S_FLAGRETURN, SP_HIGH);
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conoutf("the server reset the flag");
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break;
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}
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@@ -740,7 +740,7 @@ void displayvote(votedisplayinfo *v)
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DELETEP(curvote);
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curvote = v;
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conoutf("%s called a vote: %s", v->owner ? colorname(v->owner) : "", curvote->desc);
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playsound(S_CALLVOTE);
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playsound(S_CALLVOTE, SP_HIGH);
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curvote->localplayervoted = false;
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}
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@@ -768,7 +768,7 @@ void voteresult(int v)
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curvote->result = v;
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curvote->millis = lastmillis + 5000;
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conoutf("vote %s", v == VOTE_YES ? "passed" : "failed");
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playsound(v == VOTE_YES ? S_VOTEPASS : S_VOTEFAIL);
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playsound(v == VOTE_YES ? S_VOTEPASS : S_VOTEFAIL, SP_HIGH);
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}
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}
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