tSounds should now be played on receipt of player chat messages. - vaccinewars … | |
git clone git://src.adamsgaard.dk/vaccinewars | |
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--- | |
commit 70c177455d56d1d1ecaddf0d9e1479eb434e187f | |
parent 8a1e8e646ed67ef51d33792f96274b7667f9e054 | |
Author: Ben Webb <[email protected]> | |
Date: Sat, 4 May 2002 17:49:02 +0000 | |
Sounds should now be played on receipt of player chat messages. | |
Diffstat: | |
M src/curses_client/curses_client.c | 2 ++ | |
1 file changed, 2 insertions(+), 0 deletions(-) | |
--- | |
diff --git a/src/curses_client/curses_client.c b/src/curses_client/curses_clien… | |
t@@ -1002,12 +1002,14 @@ void HandleClientMessage(char *Message, Player *Play) | |
text = g_strdup_printf("%s: %s", GetPlayerName(From), Data); | |
display_message(text); | |
g_free(text); | |
+ SoundPlay(Sounds.TalkToAll); | |
break; | |
case C_MSGTO: | |
text = g_strdup_printf("%s->%s: %s", GetPlayerName(From), | |
GetPlayerName(Play), Data); | |
display_message(text); | |
g_free(text); | |
+ SoundPlay(Sounds.TalkPrivate); | |
break; | |
case C_JOIN: | |
text = g_strdup_printf(_("%s joins the game!"), Data); |