(time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
) // prevent insane sound spam
{
- sound(ent, CH_ITEMS, "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;
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);
+ }
}
};