(time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
) // prevent insane sound spam
{
- sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+ sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
ent.prevstrengthsound = time;
}
ent.prevstrengthsoundattempt = time;
world, e.origin,
self, 0,
world, enemy,
- 0
+ 0,
+ RADARICON_NONE, '0 0 0'
);
}
}
if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
- sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
self.prevdryfire = time;
}
anim_z = anim_y / (t + sys_frametime);
setanim(self, anim, FALSE, TRUE, TRUE);
}
+ else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
+ {
+ anim = self.anim_shoot;
+ anim_z = anim_y / (t + sys_frametime);
+ setanim(self, anim, FALSE, TRUE, TRUE);
+ }
}
};
// now begin the reloading process
- sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,