.entity accuracy;
.float accuracy_frags[WEP_MAXCOUNT];
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
float weaponstats_buffer;
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS_SINGLE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS_SINGLE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS_SINGLE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
}
if (take > 50)
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS_SINGLE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS_SINGLE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS_SINGLE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
+ sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
}
if (take > 50)