ent.punchangle_x = recoil * -1;
if (snd != "")
- sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ asound (ent, chan, snd, VOL_BASE, ATTN_NORM);
if(ent.items & IT_STRENGTH)
if(!g_minstagib)
(time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
) // prevent insane sound spam
{
- sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+ asound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
ent.prevstrengthsound = time;
}
ent.prevstrengthsoundattempt = time;
if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
- sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+ asound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
self.prevdryfire = time;
}
// now begin the reloading process
- sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
+ asound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,