\r
// FLOOD CONTROL\r
flood = 0;\r
+ var .float flood_field;\r
if(floodcontrol)\r
{\r
float flood_spl;\r
float flood_burst;\r
float flood_lmax;\r
- var .float flood_field;\r
float lines;\r
if(privatesay)\r
{\r
}\r
}\r
\r
- if (timeoutStatus == 2) //when game is paused, no flood protection\r
- source.flood_field = flood = 0;\r
+ if (timeoutStatus == 2) { //when game is paused, no flood protection\r
+ source.flood_field = 0;\r
+ flood = 0;\r
+ }\r
\r
if(flood == 2)\r
{\r
}\r
\r
.float modelindex_for_playersound;\r
+.float skin_for_playersound;\r
void UpdatePlayerSounds()\r
{\r
if(self.modelindex == self.modelindex_for_playersound)\r
+ if(self.skin == self.skin_for_playersound)\r
return;\r
self.modelindex_for_playersound = self.modelindex;\r
+ self.skin_for_playersound = self.skin;\r
ClearPlayerSounds();\r
LoadPlayerSounds("sound/player/default.sounds", 1);\r
- LoadPlayerSounds(strcat(self.model, ".sounds"), 0);\r
+ LoadPlayerSounds(strcat(self.model, "_", ftos(self.skin), ".", "sounds"), 0);\r
+ LoadPlayerSounds(strcat(self.model, ".", "sounds"), 0);\r
}\r
\r
void GlobalSound(string sample, float chan, float voicetype, float vol)\r