Use swing animation and sound for normal grabber alt fire
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 17 Apr 2011 01:44:35 +0000 (04:44 +0300)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 17 Apr 2011 01:44:35 +0000 (04:44 +0300)
data/qcsrc/server/vore.qc
data/qcsrc/server/w_grabber.qc

index 2a57bca..b824895 100644 (file)
@@ -409,7 +409,7 @@ void Vore_StomachKick()
                        rekick += cvar(strcat("g_balance_", e.netname, "_kick_refire"));\r
                        if (!g_norecoil)\r
                                self.punchangle_x -= cvar(strcat("g_balance_", e.netname, "_kick_recoil"));\r
-                       sound (self, CHAN_WEAPON, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
+                       sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
                        weapon_thinkf(WFRAME_FIRE2, rekick, w_ready); // only intended to animate the gun, as damage is calculated above\r
                }\r
 \r
index 246bee8..f2cd829 100644 (file)
@@ -110,7 +110,8 @@ float w_grabber(float req)
                                if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
                                {\r
                                        W_Grabber_Attack2();\r
-                                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+                                       weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+                                       sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
                                }\r
                        }\r
                }\r