Added basic sounds to WEAPON_DBS and WEAPON_SBS
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1697f318cd
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3 changed files with 33 additions and 10 deletions
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@ -34,10 +34,11 @@ w_dbs_precache(void)
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precache_model("models/v_tfc_shotgun.mdl");
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precache_model("models/w_shot2.mdl");
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precache_model("models/p_shot2.mdl");
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precache_sound("weapons/sbarrel1.wav");
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precache_sound("weapons/dbarrel1.wav");
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precache_sound("weapons/reload3.wav");
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precache_sound("weapons/scock1.wav");
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#ifdef SERVER
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Sound_Precache("weapon_dbs.cock");
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Sound_Precache("weapon_dbs.fire");
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Sound_Precache("weapon_dbs.reload");
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#endif
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}
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void
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@ -104,17 +105,17 @@ w_dbs_primary(player pl)
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pl.mag_dbs--;
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Weapons_ViewAnimation(pl, DBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
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pl.w_attack_next = 0.7f;
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break;
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, DBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
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pl.w_attack_next = 0.7f;
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break;
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case AUTO_EMPTY:
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire_empty");
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire_empty");
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pl.w_attack_next = 0.2f;
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break;
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}
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@ -152,9 +153,11 @@ w_dbs_release(player pl)
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break;
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case SHOTGUN_RELOAD:
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Weapons_ViewAnimation(pl, DBS_ADDSHELL);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.reload");
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break;
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case SHOTGUN_END_RELOAD:
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Weapons_ViewAnimation(pl, DBS_PUMP);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.cock");
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break;
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}
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}
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@ -93,17 +93,17 @@ w_sbs_primary(player pl)
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case AUTO_FIRED:
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Weapons_ViewAnimation(pl, SBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
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pl.w_attack_next = 0.5f;
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break;
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, SBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
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pl.w_attack_next = 0.5f;
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break;
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case AUTO_EMPTY:
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire_empty");
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire_empty");
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pl.w_attack_next = 0.2f;
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break;
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}
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@ -141,9 +141,11 @@ w_sbs_release(player pl)
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break;
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case SHOTGUN_RELOAD:
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Weapons_ViewAnimation(pl, SBS_ADDSHELL);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.reload");
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break;
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case SHOTGUN_END_RELOAD:
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Weapons_ViewAnimation(pl, SBS_PUMP);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.cock");
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break;
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}
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}
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@ -1,8 +1,26 @@
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weapon_dbs.fire
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{
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sample weapons/shotgn2.wav
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}
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weapon_dbs.fire
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{
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sample weapons/shotgn2.wav
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}
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weapon_dbs.cock
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{
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sample weapons/scock1.wav
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}
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weapon_dbs.reload
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{
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sample weapons/reload3.wav
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}
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weapon_sbs.cock
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{
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sample weapons/scock1.wav
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