// messages and sounds
Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_LOST_), player.netname);
- sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
+ sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTEN_NONE);
ctf_EventLog("dropped", player.team, player);
// scoring
flag.ctf_status = FLAG_CARRY;
// messages and sounds
- sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTN_NORM);
+ sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTEN_NORM);
ctf_EventLog("receive", flag.team, player);
FOR_EACH_REALPLAYER(tmp_player)
flag.ctf_status = FLAG_PASSING;
// other
- sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
+ sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
WarpZone_TrailParticles(world, particleeffectnum(flag.passeffect), player.origin, targ_origin);
ctf_EventLog("pass", flag.team, player);
break;
// messages and sounds
Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(enemy_flag, CENTER_CTF_CAPTURE_));
ctf_CaptureRecord(enemy_flag, player);
- sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
+ sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTEN_NONE);
switch(capturetype)
{
// messages and sounds
Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_RETURN_));
Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_RETURN_), player.netname);
- sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
+ sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
ctf_EventLog("return", flag.team, player);
// scoring
}
// messages and sounds
- Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_PICKUP_), player.netname);
-
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_PICKUP_), player.netname);
Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_PICKUP_));
if(ctf_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_STALEMATE_CARRIER); }
Send_Notification(NOTIF_TEAM_EXCEPT, player, MSG_CHOICE, CHOICE_CTF_PICKUP_TEAM, Team_ColorCode(player.team), player.netname);
Send_Notification(NOTIF_TEAM, flag, MSG_CHOICE, CHOICE_CTF_PICKUP_ENEMY, Team_ColorCode(player.team), player.netname);
- sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
+ sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
// scoring
PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
case RETURN_TIMEOUT:
{ Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_FLAGRETURN_TIMEOUT_)); break; }
}
- sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
+ sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTEN_NONE);
ctf_EventLog("returned", flag.team, world);
ctf_RespawnFlag(flag);
}
if(time > self.wait) // if we haven't in a while, play a sound/effect
{
pointparticles(particleeffectnum(self.toucheffect), self.origin, '0 0 0', 1);
- sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTEN_NORM);
self.wait = time + FLAG_TOUCHRATE;
}
return;
entity flag;
// initially clear items so they can be set as necessary later.
- self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
+ self.items &= ~(IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
| IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
// scan through all the flags and notify the client about them