else
self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
}
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage"));
+ W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? cvar("g_balance_uzi_first_damage") : cvar("g_balance_uzi_sustained_damage")));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
return;
}
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage"));
+ W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
void uzi_mode1_fire_burst()
{
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", cvar("g_balance_uzi_first_damage"));
+ W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;