diff options
| author | aura <nw@moneybot.cc> | 2026-02-17 23:42:09 +0100 |
|---|---|---|
| committer | aura <nw@moneybot.cc> | 2026-02-17 23:42:09 +0100 |
| commit | 5e2eb7d67ae933b7566f1944d0bb7744da03d586 (patch) | |
| tree | 054acff1113270a9cd07933df760f3768c1b6853 /sourcemod/scripting/include/sdktools_sound.inc | |
| parent | 341db13a008dc12bb22ceb50452d93d01476308c (diff) | |
move source stuff to its own folder
Diffstat (limited to 'sourcemod/scripting/include/sdktools_sound.inc')
| -rw-r--r-- | sourcemod/scripting/include/sdktools_sound.inc | 719 |
1 files changed, 0 insertions, 719 deletions
diff --git a/sourcemod/scripting/include/sdktools_sound.inc b/sourcemod/scripting/include/sdktools_sound.inc deleted file mode 100644 index 170b79c..0000000 --- a/sourcemod/scripting/include/sdktools_sound.inc +++ /dev/null @@ -1,719 +0,0 @@ -/** - * vim: set ts=4 : - * ============================================================================= - * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved. - * ============================================================================= - * - * This file is part of the SourceMod/SourcePawn SDK. - * - * This program is free software; you can redistribute it and/or modify it under - * the terms of the GNU General Public License, version 3.0, as published by the - * Free Software Foundation. - * - * This program is distributed in the hope that it will be useful, but WITHOUT - * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS - * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more - * details. - * - * You should have received a copy of the GNU General Public License along with - * this program. If not, see <http://www.gnu.org/licenses/>. - * - * As a special exception, AlliedModders LLC gives you permission to link the - * code of this program (as well as its derivative works) to "Half-Life 2," the - * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software - * by the Valve Corporation. You must obey the GNU General Public License in - * all respects for all other code used. Additionally, AlliedModders LLC grants - * this exception to all derivative works. AlliedModders LLC defines further - * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), - * or <http://www.sourcemod.net/license.php>. - * - * Version: $Id$ - */ - -#if defined _sdktools_sound_included - #endinput -#endif -#define _sdktools_sound_included - -/** - * Sound should be from the target client. - */ -#define SOUND_FROM_PLAYER -2 - -/** - * Sound should be from the listen server player. - */ -#define SOUND_FROM_LOCAL_PLAYER -1 - -/** - * Sound is from the world. - */ -#define SOUND_FROM_WORLD 0 - -/** - * Sound channels. - */ -enum -{ - SNDCHAN_REPLACE = -1, /**< Unknown */ - SNDCHAN_AUTO = 0, /**< Auto */ - SNDCHAN_WEAPON = 1, /**< Weapons */ - SNDCHAN_VOICE = 2, /**< Voices */ - SNDCHAN_ITEM = 3, /**< Items */ - SNDCHAN_BODY = 4, /**< Player? */ - SNDCHAN_STREAM = 5, /**< "Stream channel from the static or dynamic area" */ - SNDCHAN_STATIC = 6, /**< "Stream channel from the static area" */ - SNDCHAN_VOICE_BASE = 7, /**< "Channel for network voice data" */ - SNDCHAN_USER_BASE = 135 /**< Anything >= this is allocated to game code */ -}; - -/** - * Sound flags for the sound emitter system. - */ -enum -{ - SND_NOFLAGS= 0, /**< Nothing */ - SND_CHANGEVOL = 1, /**< Change sound volume */ - SND_CHANGEPITCH = 2, /**< Change sound pitch */ - SND_STOP = 3, /**< Stop the sound */ - SND_SPAWNING = 4, /**< Used in some cases for ambients */ - SND_DELAY = 5, /**< Sound has an initial delay */ - SND_STOPLOOPING = 6, /**< Stop looping all sounds on the entity */ - SND_SPEAKER = 7, /**< Being played by a mic through a speaker */ - SND_SHOULDPAUSE = 8 /**< Pause if game is paused */ -}; - -/** - * Various predefined sound levels in dB. - */ -enum -{ - SNDLEVEL_NONE = 0, /**< None */ - SNDLEVEL_RUSTLE = 20, /**< Rustling leaves */ - SNDLEVEL_WHISPER = 25, /**< Whispering */ - SNDLEVEL_LIBRARY = 30, /**< In a library */ - SNDLEVEL_FRIDGE = 45, /**< Refrigerator */ - SNDLEVEL_HOME = 50, /**< Average home (3.9 attn) */ - SNDLEVEL_CONVO = 60, /**< Normal conversation (2.0 attn) */ - SNDLEVEL_DRYER = 60, /**< Clothes dryer */ - SNDLEVEL_DISHWASHER = 65, /**< Dishwasher/washing machine (1.5 attn) */ - SNDLEVEL_CAR = 70, /**< Car or vacuum cleaner (1.0 attn) */ - SNDLEVEL_NORMAL = 75, /**< Normal sound level */ - SNDLEVEL_TRAFFIC = 75, /**< Busy traffic (0.8 attn) */ - SNDLEVEL_MINIBIKE = 80, /**< Mini-bike, alarm clock (0.7 attn) */ - SNDLEVEL_SCREAMING = 90, /**< Screaming child (0.5 attn) */ - SNDLEVEL_TRAIN = 100, /**< Subway train, pneumatic drill (0.4 attn) */ - SNDLEVEL_HELICOPTER = 105, /**< Helicopter */ - SNDLEVEL_SNOWMOBILE = 110, /**< Snow mobile */ - SNDLEVEL_AIRCRAFT = 120, /**< Auto horn, aircraft */ - SNDLEVEL_RAIDSIREN = 130, /**< Air raid siren */ - SNDLEVEL_GUNFIRE = 140, /**< Gunshot, jet engine (0.27 attn) */ - SNDLEVEL_ROCKET = 180 /**< Rocket launching (0.2 attn) */ -}; - -#define SNDVOL_NORMAL 1.0 /**< Normal volume */ -#define SNDPITCH_NORMAL 100 /**< Normal pitch */ -#define SNDPITCH_LOW 95 /**< A low pitch */ -#define SNDPITCH_HIGH 120 /**< A high pitch */ -#define SNDATTN_NONE 0.0 /**< No attenuation */ -#define SNDATTN_NORMAL 0.8 /**< Normal attenuation */ -#define SNDATTN_STATIC 1.25 /**< Static attenuation? */ -#define SNDATTN_RICOCHET 1.5 /**< Ricochet effect */ -#define SNDATTN_IDLE 2.0 /**< Idle attenuation? */ - -/** - * Prefetches a sound. - * - * @param name Sound file name relative to the "sound" folder. - */ -native void PrefetchSound(const char[] name); - -/** - * This function is not known to work, and may crash. You should - * not use it. It is provided for backwards compatibility only. - * - * @param name Sound file name relative to the "sound" folder. - * @return Duration in seconds. - * @deprecated Does not work, may crash. - */ -#pragma deprecated Does not work, may crash. -native float GetSoundDuration(const char[] name); - -/** - * Emits an ambient sound. - * - * @param name Sound file name relative to the "sound" folder. - * @param pos Origin of sound. - * @param entity Entity index to associate sound with. - * @param level Sound level (from 0 to 255). - * @param flags Sound flags. - * @param vol Volume (from 0.0 to 1.0). - * @param pitch Pitch (from 0 to 255). - * @param delay Play delay. - */ -native void EmitAmbientSound(const char[] name, - const float pos[3], - int entity = SOUND_FROM_WORLD, - int level = SNDLEVEL_NORMAL, - int flags = SND_NOFLAGS, - float vol = SNDVOL_NORMAL, - int pitch = SNDPITCH_NORMAL, - float delay = 0.0); - -/** - * Fades a client's volume level toward silence or a given percentage. - * - * @param client Client index. - * @param percent Fade percentage. - * @param outtime Fade out time, in seconds. - * @param holdtime Hold time, in seconds. - * @param intime Fade in time, in seconds. - * @error Invalid client index or client not in game. - */ -native void FadeClientVolume(int client, float percent, float outtime, float holdtime, float intime); - -/** - * Stops a sound. - * - * @param entity Entity index. - * @param channel Channel number. - * @param name Sound file name relative to the "sound" folder. - */ -native void StopSound(int entity, int channel, const char[] name); - -/** - * Emits a sound to a list of clients. - * - * @param clients Array of client indexes. - * @param numClients Number of clients in the array. - * @param sample Sound file name relative to the "sound" folder. - * @param entity Entity to emit from. - * @param channel Channel to emit with. - * @param level Sound level. - * @param flags Sound flags. - * @param volume Sound volume. - * @param pitch Sound pitch. - * @param speakerentity Unknown. - * @param origin Sound origin. - * @param dir Sound direction. - * @param updatePos Unknown (updates positions?) - * @param soundtime Alternate time to play sound for. - * @param ... Optional list of Float[3] arrays to specify additional origins. - * @error Invalid client index or client not in game. - */ -native void EmitSound(const int[] clients, - int numClients, - const char[] sample, - int entity = SOUND_FROM_PLAYER, - int channel = SNDCHAN_AUTO, - int level = SNDLEVEL_NORMAL, - int flags = SND_NOFLAGS, - float volume = SNDVOL_NORMAL, - int pitch = SNDPITCH_NORMAL, - int speakerentity = -1, - const float origin[3] = NULL_VECTOR, - const float dir[3] = NULL_VECTOR, - bool updatePos = true, - float soundtime = 0.0, - any ...); - -/** - * Emits a sound or game sound to a list of clients using the latest version of the engine sound interface. - * This native is only available in engines that are greater than or equal to Portal 2. - * - * @param clients Array of client indexes. - * @param numClients Number of clients in the array. - * @param soundEntry Sound entry name. - * @param sample Sound file name relative to the "sound" folder. - * @param entity Entity to emit from. - * @param channel Channel to emit with. - * @param level Sound level. - * @param seed Sound seed. - * @param flags Sound flags. - * @param volume Sound volume. - * @param pitch Sound pitch. - * @param speakerentity Unknown. - * @param origin Sound origin. - * @param dir Sound direction. - * @param updatePos Unknown (updates positions?) - * @param soundtime Alternate time to play sound for. - * @param ... Optional list of Float[3] arrays to specify additional origins. - * @error Invalid client index, client not in game, or lack of mod support. - */ -native void EmitSoundEntry(const int[] clients, - int numClients, - const char[] soundEntry, - const char[] sample, - int entity = SOUND_FROM_PLAYER, - int channel = SNDCHAN_AUTO, - int level = SNDLEVEL_NORMAL, - int seed = 0, - int flags = SND_NOFLAGS, - float volume = SNDVOL_NORMAL, - int pitch = SNDPITCH_NORMAL, - int speakerentity = -1, - const float origin[3] = NULL_VECTOR, - const float dir[3] = NULL_VECTOR, - bool updatePos = true, - float soundtime = 0.0, - any ...); - -/** - * Emits a sentence to a list of clients. - * - * @param clients Array of client indexes. - * @param numClients Number of clients in the array. - * @param sentence Sentence index (from PrecacheSentenceFile). - * @param entity Entity to emit from. - * @param channel Channel to emit with. - * @param level Sound level. - * @param flags Sound flags. - * @param volume Sound volume. - * @param pitch Sound pitch. - * @param speakerentity Unknown. - * @param origin Sound origin. - * @param dir Sound direction. - * @param updatePos Unknown (updates positions?) - * @param soundtime Alternate time to play sound for. - * @param ... Optional list of Float[3] arrays to specify additional origins. - * @error Invalid client index or client not in game. - */ -native void EmitSentence(const int[] clients, - int numClients, - int sentence, - int entity, - int channel = SNDCHAN_AUTO, - int level = SNDLEVEL_NORMAL, - int flags = SND_NOFLAGS, - float volume = SNDVOL_NORMAL, - int pitch = SNDPITCH_NORMAL, - int speakerentity = -1, - const float origin[3] = NULL_VECTOR, - const float dir[3] = NULL_VECTOR, - bool updatePos = true, - float soundtime = 0.0, - any ...); - -/** - * Calculates gain of sound on given distance with given sound level in decibel - * - * @param soundlevel decibel of sound, like SNDLEVEL_NORMAL or integer value - * @param distance distance of sound to calculate, not meter or feet, but Source Engine`s normal Coordinate unit - * @return gain of sound. you can multiply this with original sound`s volume to calculate volume on given distance - */ -native float GetDistGainFromSoundLevel(int soundlevel, float distance); - -/** - * Called when an ambient sound is about to be emitted to one or more clients. - * - * NOTICE: all parameters can be overwritten to modify the default behavior. - * - * @param sample Sound file name relative to the "sound" folder. - * @param entity Entity index associated to the sound. - * @param volume Volume (from 0.0 to 1.0). - * @param level Sound level (from 0 to 255). - * @param pitch Pitch (from 0 to 255). - * @param pos Origin of sound. - * @param flags Sound flags. - * @param delay Play delay. - * @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it, - * Plugin_Changed when any parameter has been modified. - */ -typedef AmbientSHook = function Action ( - char sample[PLATFORM_MAX_PATH], - int &entity, - float &volume, - int &level, - int &pitch, - float pos[3], - int &flags, - float &delay -); - -typeset NormalSHook -{ - // Called when a sound is going to be emitted to one or more clients. - // NOTICE: all params can be overwritten to modify the default behavior. - // - // @param clients Array of client indexes. - // @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array). - // @param sample Sound file name relative to the "sound" folder. - // @param entity Entity emitting the sound. - // @param channel Channel emitting the sound. - // @param volume Sound volume. - // @param level Sound level. - // @param pitch Sound pitch. - // @param flags Sound flags. - // @param soundEntry Game sound entry name. (Used in engines newer than Portal 2) - // @param seed Sound seed. (Used in engines newer than Portal 2) - // @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it, - // Plugin_Changed when any parameter has been modified. - function Action (int clients[MAXPLAYERS], int &numClients, char sample[PLATFORM_MAX_PATH], - int &entity, int &channel, float &volume, int &level, int &pitch, int &flags, - char soundEntry[PLATFORM_MAX_PATH], int &seed); - - // Deprecated. Use other prototype. - function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH], - int &entity, int &channel, float &volume, int &level, int &pitch, int &flags, - char soundEntry[PLATFORM_MAX_PATH], int &seed); - - // Deprecated. Use other prototype. - function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH], - int &entity, int &channel, float &volume, int &level, int &pitch, int &flags); -}; - -/** - * Hooks all played ambient sounds. - * - * @param hook Function to use as a hook. - * @error Invalid function hook. - */ -native void AddAmbientSoundHook(AmbientSHook hook); - -/** - * Hooks all played normal sounds. - * - * @param hook Function to use as a hook. - * @error Invalid function hook. - */ -native void AddNormalSoundHook(NormalSHook hook); - -/** - * Unhooks all played ambient sounds. - * - * @param hook Function used for the hook. - * @error Invalid function hook. - */ -native void RemoveAmbientSoundHook(AmbientSHook hook); - -/** - * Unhooks all played normal sounds. - * - * @param hook Function used for the hook. - * @error Invalid function hook. - */ -native void RemoveNormalSoundHook(NormalSHook hook); - -/** - * Wrapper to emit sound to one client. - * - * @param client Client index. - * @param sample Sound file name relative to the "sound" folder. - * @param entity Entity to emit from. - * @param channel Channel to emit with. - * @param level Sound level. - * @param flags Sound flags. - * @param volume Sound volume. - * @param pitch Sound pitch. - * @param speakerentity Unknown. - * @param origin Sound origin. - * @param dir Sound direction. - * @param updatePos Unknown (updates positions?) - * @param soundtime Alternate time to play sound for. - * @error Invalid client index or client not in game. - */ -stock void EmitSoundToClient(int client, - const char[] sample, - int entity = SOUND_FROM_PLAYER, - int channel = SNDCHAN_AUTO, - int level = SNDLEVEL_NORMAL, - int flags = SND_NOFLAGS, - float volume = SNDVOL_NORMAL, - int pitch = SNDPITCH_NORMAL, - int speakerentity = -1, - const float origin[3] = NULL_VECTOR, - const float dir[3] = NULL_VECTOR, - bool updatePos = true, - float soundtime = 0.0) -{ - int clients[1]; - clients[0] = client; - /* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */ - entity = (entity == SOUND_FROM_PLAYER) ? client : entity; - EmitSound(clients, 1, sample, entity, channel, - level, flags, volume, pitch, speakerentity, - origin, dir, updatePos, soundtime); -} - -/** - * Wrapper to emit sound to all clients. - * - * @param sample Sound file name relative to the "sound" folder. - * @param entity Entity to emit from. - * @param channel Channel to emit with. - * @param level Sound level. - * @param flags Sound flags. - * @param volume Sound volume. - * @param pitch Sound pitch. - * @param speakerentity Unknown. - * @param origin Sound origin. - * @param dir Sound direction. - * @param updatePos Unknown (updates positions?) - * @param soundtime Alternate time to play sound for. - * @error Invalid client index. - */ -stock void EmitSoundToAll(const char[] sample, - int entity = SOUND_FROM_PLAYER, - int channel = SNDCHAN_AUTO, - int level = SNDLEVEL_NORMAL, - int flags = SND_NOFLAGS, - float volume = SNDVOL_NORMAL, - int pitch = SNDPITCH_NORMAL, - int speakerentity = -1, - const float origin[3] = NULL_VECTOR, - const float dir[3] = NULL_VECTOR, - bool updatePos = true, - float soundtime = 0.0) -{ - int[] clients = new int[MaxClients]; - int total = 0; - - for (int i=1; i<=MaxClients; i++) - { - if (IsClientInGame(i)) - { - clients[total++] = i; - } - } - - if (total) - { - EmitSound(clients, total, sample, entity, channel, - level, flags, volume, pitch, speakerentity, - origin, dir, updatePos, soundtime); - } -} - -/** - * Converts an attenuation value to a sound level. - * This function is from the HL2SDK. - * - * @param attn Attenuation value. - * @return Integer sound level. - */ -stock int ATTN_TO_SNDLEVEL(float attn) -{ - if (attn > 0.0) - { - return RoundFloat(50.0 + (20.0 / attn)); - } - return 0; -} - -/** - * Retrieves the parameters for a game sound. - * - * Game sounds are found in a game's scripts/game_sound.txt or other files - * referenced from it - * - * Note that if a game sound has a rndwave section, one of them will be returned - * at random. - * - * @param gameSound Name of game sound. - * @param channel Channel to emit with. - * @param level Sound level. - * @param volume Sound volume. - * @param pitch Sound pitch. - * @param sample Sound file name relative to the "sound" folder. - * @param maxlength Maximum length of sample string buffer. - * @param entity Entity the sound is being emitted from. - * @return True if the sound was successfully retrieved, false if it - * was not found - */ -native bool GetGameSoundParams(const char[] gameSound, - int &channel, - int &soundLevel, - float &volume, - int &pitch, - char[] sample, - int maxlength, - int entity=SOUND_FROM_PLAYER); - -/** - * Emits a game sound to a list of clients. - * - * Game sounds are found in a game's scripts/game_sound.txt or other files - * referenced from it - * - * Note that if a game sound has a rndwave section, one of them will be returned - * at random. - * - * @param clients Array of client indexes. - * @param numClients Number of clients in the array. - * @param gameSound Name of game sound. - * @param entity Entity to emit from. - * @param flags Sound flags. - * @param speakerentity Unknown. - * @param origin Sound origin. - * @param dir Sound direction. - * @param updatePos Unknown (updates positions?) - * @param soundtime Alternate time to play sound for. - * @return True if the sound was played successfully, false if it failed - * @error Invalid client index or client not in game. - */ -stock bool EmitGameSound(const int[] clients, - int numClients, - const char[] gameSound, - int entity = SOUND_FROM_PLAYER, - int flags = SND_NOFLAGS, - int speakerentity = -1, - const float origin[3] = NULL_VECTOR, - const float dir[3] = NULL_VECTOR, - bool updatePos = true, - float soundtime = 0.0) -{ - int channel; - int level; - float volume; - int pitch; - char sample[PLATFORM_MAX_PATH]; - - if (GetGameSoundParams(gameSound, channel, level, volume, pitch, sample, sizeof(sample), entity)) - { - EmitSound(clients, numClients, sample, entity, channel, level, flags, volume, pitch, speakerentity, origin, dir, updatePos, soundtime); - return true; - } - - return false; -} - -/** - * Emits an ambient game sound. - * - * Game sounds are found in a game's scripts/game_sound.txt or other files - * referenced from it - * - * Note that if a game sound has a rndwave section, one of them will be returned - * at random. - * - * @param gameSound Name of game sound. - * @param pos Origin of sound. - * @param entity Entity index to associate sound with. - * @param flags Sound flags. - * @param delay Play delay. - */ -stock bool EmitAmbientGameSound(const char[] gameSound, - const float pos[3], - int entity = SOUND_FROM_WORLD, - int flags = SND_NOFLAGS, - float delay = 0.0) -{ - int channel; // This is never actually used for Ambients, but it's a mandatory field to GetGameSoundParams - int level; - float volume; - int pitch; - char sample[PLATFORM_MAX_PATH]; - - if (GetGameSoundParams(gameSound, channel, level, volume, pitch, sample, sizeof(sample), entity)) - { - EmitAmbientSound(sample, pos, entity, level, flags, volume, pitch, delay); - return true; - } - - return false; -} - -/** - * Wrapper to emit a game sound to one client. - * - * Game sounds are found in a game's scripts/game_sound.txt or other files - * referenced from it - * - * Note that if a game sound has a rndwave section, one of them will be returned - * at random. - * - * @param client Client index. - * @param gameSound Name of game sound. - * @param entity Entity to emit from. - * @param flags Sound flags. - * @param speakerentity Unknown. - * @param origin Sound origin. - * @param dir Sound direction. - * @param updatePos Unknown (updates positions?) - * @param soundtime Alternate time to play sound for. - * @error Invalid client index or client not in game. - */ -stock bool EmitGameSoundToClient(int client, - const char[] gameSound, - int entity = SOUND_FROM_PLAYER, - int flags = SND_NOFLAGS, - int speakerentity = -1, - const float origin[3] = NULL_VECTOR, - const float dir[3] = NULL_VECTOR, - bool updatePos = true, - float soundtime = 0.0) -{ - int clients[1]; - clients[0] = client; - /* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */ - entity = (entity == SOUND_FROM_PLAYER) ? client : entity; - return EmitGameSound(clients, 1, gameSound, entity, flags, - speakerentity, origin, dir, updatePos, soundtime); -} - -/** - * Wrapper to emit game sound to all clients. - * - * Game sounds are found in a game's scripts/game_sound.txt or other files - * referenced from it - * - * Note that if a game sound has a rndwave section, one of them will be returned - * at random. - * - * @param gameSound Name of game sound. - * @param entity Entity to emit from. - * @param flags Sound flags. - * @param speakerentity Unknown. - * @param origin Sound origin. - * @param dir Sound direction. - * @param updatePos Unknown (updates positions?) - * @param soundtime Alternate time to play sound for. - * @error Invalid client index. - */ -stock bool EmitGameSoundToAll(const char[] gameSound, - int entity = SOUND_FROM_PLAYER, - int flags = SND_NOFLAGS, - int speakerentity = -1, - const float origin[3] = NULL_VECTOR, - const float dir[3] = NULL_VECTOR, - bool updatePos = true, - float soundtime = 0.0) -{ - int[] clients = new int[MaxClients]; - int total = 0; - - for (int i=1; i<=MaxClients; i++) - { - if (IsClientInGame(i)) - { - clients[total++] = i; - } - } - - if (!total) - { - return false; - } - - return EmitGameSound(clients, total, gameSound, entity, flags, - speakerentity, origin, dir, updatePos, soundtime); -} - -/** - * Precache a game sound. - * - * Most games will precache all game sounds on map start, but this is not guaranteed... - * Team Fortress 2 is known to not pre-cache MvM game mode sounds on non-MvM maps. - * - * Due to the above, this native should be called before any calls to GetGameSoundParams, - * EmitGameSound*, or EmitAmbientGameSound. - * - * It should be safe to pass already precached game sounds to this function. - * - * Note: It precaches all files for a game sound. - * - * @param soundname Game sound to precache - * @return True if the game sound was found, false if sound did not exist - * or had no files - */ -native bool PrecacheScriptSound(const char[] soundname); |
