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BANNED
Join Date: Feb 2009
Location: Iwotadai Dorm
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02-13-2013
, 07:40
Re: Volume for spk does not take effect ingame.
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#7
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Quote:
Originally Posted by meTaLiCroSS
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
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I said I don't think that's correct, no need to be an asshole over a mistake.
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