// This is a fix to be able to get certain sounds to play. Certain sounds like Assist and Capture only // work on the client. By simply sending this message instead of ClientPlaySound on the server we don't need // to include the sounds in the pack. class SmartCTFAudioMsg expands LocalMessagePlus; #exec AUDIO IMPORT NAME=denied FILE=Sounds\Denied.wav GROUP=SmartCTF #exec AUDIO IMPORT NAME=airkill FILE=Sounds\AirKill.wav GROUP=SmartCTF #exec AUDIO IMPORT NAME=welcome FILE=Sounds\welcome.wav GROUP=SmartCTF static function string GetString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { return ""; } static simulated function ClientReceive( PlayerPawn P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { super.ClientReceive( P, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); switch( Switch ) { case 0: P.ClientPlaySound( sound'Announcer.capture', , true ); break; case 1: P.ClientPlaySound( sound'Announcer.assist', , true ); break; case 2: P.ClientPlaySound( sound'Announcer.nicecatch', , true ); break; case 3: P.ClientPlaySound( sound'Announcer.takenlead', , true ); break; case 4: P.ClientPlaySound( sound'Announcer.lostlead', , true ); break; case 5: P.ClientPlaySound( sound'denied', , true ); break; case 6: P.ClientPlaySound( sound'airkill', , true ); break; case 7: P.ClientPlaySound( sound'welcome', , true ); break; } } defaultproperties { bIsConsoleMessage=False Lifetime=0 }