Files
UT99-Mod-SmartCTF-ChaCha/Classes/SmartCTFAudioMsg.UC

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// 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
}