- int held_weapons = 0; // HACK: muffle weapon sounds slightly while dual wielding!
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity wep_ent = weaponentities[slot];
- if(ent.(wep_ent) && ent.(wep_ent).m_switchweapon != WEP_Null)
- ++held_weapons;
- }
- sound (ent, chan, snd, ((held_weapons > 1) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
+ sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);