veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
veh.wait = time;
}
- if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
+ if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_GUN.m_id);
vector org = w_shotorg;
vector dir = w_shotdir;
entity bolt = vehicles_projectile(veh, EFFECT_RACER_MUZZLEFLASH.eent_eff_name, SND_LASERGUN_FIRE,
}
if (fire & 2)
if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
- if (isPlayer) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
+ if (isPlayer) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_ROCKET.m_id);
racer_fire_rocket(player, w_shotorg, w_shotdir, NULL);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
}