30#define SOUND(name, path) \
31 string SND_##name##_get() { return path; } \
32 REGISTER(Sounds, SND, name, m_id, NEW(Sound, SND_##name##_get))
35#define SND(id) Sound_fixpath(SND_##id)
38 FOREACH(Sounds,
true, it.sound_precache(it));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define FOREACH(list, cond, body)
#define REGISTER_REGISTRY(id)
#define REGISTRY(id, max)
Declare a new registry.
#define REGISTRY_DEFINE_GET(id, null)
void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten, float _pitch)
void play2(entity e, string filename)
void play2team(float t, string filename)
void stopsoundto(float _dest, entity e, float chan)
void soundat(entity e, vector o, float chan, string samp, float vol, float _atten)
bool sound_allowed(int dest, entity e)
void play2all(string samp)
void stopsound(entity e, float chan)
#define SOUND(name, path)
float spamsound(entity e, float chan, Sound samp, float vol, float _atten)
void soundto(float dest, entity e, float chan, string samp, float vol, float atten, float _pitch)
#define PRECACHE(func)
directly after STATIC_INIT_LATE