move electro secondary to CHAN_WEAPON2 so it doesn't interrupt the primary's lightnin...
authorRudolf Polzer <divVerent@xonotic.org>
Thu, 25 Nov 2010 13:22:00 +0000 (14:22 +0100)
committerRudolf Polzer <divVerent@xonotic.org>
Thu, 25 Nov 2010 13:22:00 +0000 (14:22 +0100)
qcsrc/server/cl_weaponsystem.qc
qcsrc/server/w_electro.qc

index 2770d43..271dff6 100644 (file)
@@ -237,9 +237,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
                ent.punchangle_x = recoil * -1;
 
        if (snd != "")
-       {
                sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
-       }
 
        if(ent.items & IT_STRENGTH)
        if(!g_minstagib)
index f64e4ca..225fc69 100644 (file)
@@ -147,7 +147,8 @@ void W_Electro_Attack2()
 {
        local entity proj;
 
-       W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+       W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "", cvar("g_balance_electro_secondary_damage"));
+       sound(self, CHAN_WEAPON2, "weapons/electro_fire2.wav", VOL_BASE, ATTN_NORM);
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -289,9 +290,7 @@ void W_Electro_Attack3 (void)
 {
        // only play fire sound if 0.5 sec has passed since player let go the fire button
        if(time - self.prevlgfire > 0.5)
-       {
                sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
-       }
 
        entity beam, oldself;