void W_Shotgun_Attack3 (void)
{
+ sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
entity meleetemp;
precache_model ("models/weapons/h_shotgun.iqm");
precache_sound ("misc/itempickup.wav");
precache_sound ("weapons/shotgun_fire.wav");
+ precache_sound ("weapons/shotgun_melee.wav");
}
else if (req == WR_SETUP)
weapon_setup(WEP_SHOTGUN);