]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
stop fireball charge sound when weapon switching
authorRudolf Polzer <divverent@xonotic.org>
Fri, 8 Jul 2011 19:44:34 +0000 (21:44 +0200)
committerRudolf Polzer <divverent@xonotic.org>
Fri, 8 Jul 2011 19:44:34 +0000 (21:44 +0200)
qcsrc/common/constants.qh
qcsrc/server/cl_weapons.qc
qcsrc/server/w_fireball.qc

index 34c00503a84ca1aa9e162213eebf9ab5cc48d3e1..e253ee5c71a3b5f32318edc47d17185449ea4f85 100644 (file)
@@ -433,7 +433,7 @@ const float STAT_DOM_PPS_YELLOW = 104;
 float CH_INFO = 0; // only on world and csqc
 float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
 float CH_WEAPON_A = 1; // only on players and entities
-float CH_WEAPON_SINGLE = 1; // only on players and entities
+float CH_WEAPON_SINGLE = 5; // only on players and entities
 float CH_VOICE = 2; // only on players
 float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
 float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
index 9e59a4c5554edb9205d74ea6549893aff2641b06..3106169008cad0d4ec5029cfe9d2dbb06c32c22c 100644 (file)
@@ -374,8 +374,7 @@ void W_WeaponFrame()
                        if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
                        {
 #endif
-                       // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
-                       sound (self, CH_WEAPON_B, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+                       sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
                        self.weaponentity.state = WS_DROP;
                        // set up weapon switch think in the future, and start drop anim
                        weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
index a0a4f849a93072a29d0fdc0f0bd62af890e59d85..bbb74204c68b9fbdbb0fa5e4637404bb128bb31b 100644 (file)
@@ -197,7 +197,7 @@ void W_Fireball_Attack1_Frame0()
        W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
 
        W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
-       sound (self, CH_WEAPON_A, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
 }