Added basic sounds to WEAPON_DBS and WEAPON_SBS
This commit is contained in:
parent
1697f318cd
commit
5bd24517c3
3 changed files with 33 additions and 10 deletions
|
@ -34,10 +34,11 @@ w_dbs_precache(void)
|
||||||
precache_model("models/v_tfc_shotgun.mdl");
|
precache_model("models/v_tfc_shotgun.mdl");
|
||||||
precache_model("models/w_shot2.mdl");
|
precache_model("models/w_shot2.mdl");
|
||||||
precache_model("models/p_shot2.mdl");
|
precache_model("models/p_shot2.mdl");
|
||||||
precache_sound("weapons/sbarrel1.wav");
|
#ifdef SERVER
|
||||||
precache_sound("weapons/dbarrel1.wav");
|
Sound_Precache("weapon_dbs.cock");
|
||||||
precache_sound("weapons/reload3.wav");
|
Sound_Precache("weapon_dbs.fire");
|
||||||
precache_sound("weapons/scock1.wav");
|
Sound_Precache("weapon_dbs.reload");
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
@ -104,17 +105,17 @@ w_dbs_primary(player pl)
|
||||||
pl.mag_dbs--;
|
pl.mag_dbs--;
|
||||||
Weapons_ViewAnimation(pl, DBS_FIRE1);
|
Weapons_ViewAnimation(pl, DBS_FIRE1);
|
||||||
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
||||||
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
|
||||||
pl.w_attack_next = 0.7f;
|
pl.w_attack_next = 0.7f;
|
||||||
break;
|
break;
|
||||||
case AUTO_LAST:
|
case AUTO_LAST:
|
||||||
Weapons_ViewAnimation(pl, DBS_FIRE1);
|
Weapons_ViewAnimation(pl, DBS_FIRE1);
|
||||||
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
||||||
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
|
||||||
pl.w_attack_next = 0.7f;
|
pl.w_attack_next = 0.7f;
|
||||||
break;
|
break;
|
||||||
case AUTO_EMPTY:
|
case AUTO_EMPTY:
|
||||||
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire_empty");
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire_empty");
|
||||||
pl.w_attack_next = 0.2f;
|
pl.w_attack_next = 0.2f;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -152,9 +153,11 @@ w_dbs_release(player pl)
|
||||||
break;
|
break;
|
||||||
case SHOTGUN_RELOAD:
|
case SHOTGUN_RELOAD:
|
||||||
Weapons_ViewAnimation(pl, DBS_ADDSHELL);
|
Weapons_ViewAnimation(pl, DBS_ADDSHELL);
|
||||||
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.reload");
|
||||||
break;
|
break;
|
||||||
case SHOTGUN_END_RELOAD:
|
case SHOTGUN_END_RELOAD:
|
||||||
Weapons_ViewAnimation(pl, DBS_PUMP);
|
Weapons_ViewAnimation(pl, DBS_PUMP);
|
||||||
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.cock");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -93,17 +93,17 @@ w_sbs_primary(player pl)
|
||||||
case AUTO_FIRED:
|
case AUTO_FIRED:
|
||||||
Weapons_ViewAnimation(pl, SBS_FIRE1);
|
Weapons_ViewAnimation(pl, SBS_FIRE1);
|
||||||
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
||||||
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
|
||||||
pl.w_attack_next = 0.5f;
|
pl.w_attack_next = 0.5f;
|
||||||
break;
|
break;
|
||||||
case AUTO_LAST:
|
case AUTO_LAST:
|
||||||
Weapons_ViewAnimation(pl, SBS_FIRE1);
|
Weapons_ViewAnimation(pl, SBS_FIRE1);
|
||||||
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
Weapons_ViewPunchAngle(pl, [-2,0,0]);
|
||||||
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
|
||||||
pl.w_attack_next = 0.5f;
|
pl.w_attack_next = 0.5f;
|
||||||
break;
|
break;
|
||||||
case AUTO_EMPTY:
|
case AUTO_EMPTY:
|
||||||
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire_empty");
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire_empty");
|
||||||
pl.w_attack_next = 0.2f;
|
pl.w_attack_next = 0.2f;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -141,9 +141,11 @@ w_sbs_release(player pl)
|
||||||
break;
|
break;
|
||||||
case SHOTGUN_RELOAD:
|
case SHOTGUN_RELOAD:
|
||||||
Weapons_ViewAnimation(pl, SBS_ADDSHELL);
|
Weapons_ViewAnimation(pl, SBS_ADDSHELL);
|
||||||
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.reload");
|
||||||
break;
|
break;
|
||||||
case SHOTGUN_END_RELOAD:
|
case SHOTGUN_END_RELOAD:
|
||||||
Weapons_ViewAnimation(pl, SBS_PUMP);
|
Weapons_ViewAnimation(pl, SBS_PUMP);
|
||||||
|
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.cock");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,8 +1,26 @@
|
||||||
|
|
||||||
|
|
||||||
weapon_dbs.fire
|
weapon_dbs.fire
|
||||||
{
|
{
|
||||||
sample weapons/shotgn2.wav
|
sample weapons/shotgn2.wav
|
||||||
}
|
}
|
||||||
|
|
||||||
|
weapon_dbs.fire
|
||||||
|
{
|
||||||
|
sample weapons/shotgn2.wav
|
||||||
|
}
|
||||||
|
|
||||||
|
weapon_dbs.cock
|
||||||
|
{
|
||||||
|
sample weapons/scock1.wav
|
||||||
|
}
|
||||||
|
|
||||||
|
weapon_dbs.reload
|
||||||
|
{
|
||||||
|
sample weapons/reload3.wav
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
weapon_sbs.cock
|
weapon_sbs.cock
|
||||||
{
|
{
|
||||||
sample weapons/scock1.wav
|
sample weapons/scock1.wav
|
||||||
|
|
Loading…
Reference in a new issue