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[Solved]Spk/Speak Volume-Undesired Outcome Ingame


  
 
 
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Backstabnoob
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Join Date: Feb 2009
Location: Iwotadai Dorm
Old 02-13-2013 , 07:40   Re: Volume for spk does not take effect ingame.
Reply With Quote #7

Quote:
Originally Posted by meTaLiCroSS View Post
Code:
static cell AMX_NATIVE_CALL emit_sound(AMX *amx, cell *params) /* 7 param */ {     int len;     char* szSample = get_amxstring(amx, params[3], 0, len);     REAL vol = amx_ctof(params[4]);     REAL att = amx_ctof(params[5]);     int channel = params[2];     int pitch = params[7];     int flags = params[6];     if (params[1] == 0)     {         for (int i = 1; i <= gpGlobals->maxClients ; ++i)         {             CPlayer* pPlayer = GET_PLAYER_POINTER_I(i);                         if (pPlayer->ingame)                 EMIT_SOUND_DYN2(pPlayer->pEdict, channel, szSample, vol, att, flags, pitch);         }     } else {         edict_t* pEdict = INDEXENT(params[1]);                 if (!FNullEnt(pEdict))             EMIT_SOUND_DYN2(pEdict, channel, szSample, vol, att, flags, pitch);     }     return 1; }

Nice one buddy
I said I don't think that's correct, no need to be an asshole over a mistake.
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