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