Add missing sounds for RPG, Incendiary Cannon, and Tranq
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parent
5bd24517c3
commit
8432bbfd0e
4 changed files with 51 additions and 3 deletions
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@ -39,6 +39,7 @@ w_incendiary_precache(void)
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precache_model("models/v_tfc_rpg.mdl");
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precache_model("models/w_incendiary.mdl");
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precache_model("models/p_incendiary.mdl");
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Sound_Precache("weapon_incendiary.fire");
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}
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void
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@ -108,11 +109,13 @@ w_incendiary_primary(player pl)
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break;
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case AUTO_FIRED:
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Weapons_ViewAnimation(pl, INC_FIRE);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_incendiary.fire");
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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pl.w_attack_next = 0.8f;
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break;
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, INC_FIRE);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_incendiary.fire");
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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pl.w_attack_next = 0.8f;
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break;
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@ -39,6 +39,7 @@ w_rpg_precache(void)
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precache_model("models/w_rpg.mdl");
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precache_model("models/p_rpg.mdl");
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precache_model("models/rpgrocket.mdl");
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Sound_Precache("weapon_rpg.fire");
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}
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int
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@ -116,11 +117,13 @@ w_rpg_primary(player pl)
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case AUTO_FIRED:
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Weapons_ViewAnimation(pl, RPG_FIRE);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_rpg.fire");
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pl.w_attack_next = 0.8f;
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break;
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, RPG_FIRE);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_rpg.fire");
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pl.w_attack_next = 0.8f;
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break;
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case AUTO_EMPTY:
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@ -33,6 +33,7 @@ w_tranquil_precache(void)
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precache_model("models/v_tfc_pistol.mdl");
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precache_model("models/w_tranquil.mdl");
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precache_model("models/p_tranquil.mdl");
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Sound_Precache("weapon_tranquilizer.fire");
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}
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void
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@ -108,9 +109,7 @@ w_tranquil_primary(player pl)
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, TRANQUIL_SHOOT);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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#ifndef CLIENT
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Sound_Play(pl, CHAN_WEAPON, "weapon_tranquilizer.fire");
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#endif
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_tranquilizer.fire");
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pl.w_attack_next = 1.5f;
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break;
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case AUTO_EMPTY:
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@ -1,4 +1,28 @@
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weapon_asscan.fire
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{
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pitch 1.15
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sample weapons/asscan2.wav
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}
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weapon_asscan.reload
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{
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sample weapons/.wav
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}
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weapon_asscan.spin
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{
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sample weapons/asscan4.wav
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}
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weapon_asscan.spindown
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{
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sample weapons/asscan3.wav
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}
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weapon_asscan.spinup
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{
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sample weapons/asscan1.wav
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}
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weapon_dbs.fire
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{
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@ -20,6 +44,15 @@ weapon_dbs.reload
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sample weapons/reload3.wav
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}
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weapon_flame.fire
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{
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sample weapons/flmfire2.wav
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}
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weapon_incendiary.fire
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{
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sample weapons/sgun1.wav
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}
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weapon_sbs.cock
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{
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@ -41,6 +74,11 @@ weapon_nailgun.fire
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sample weapons/airgun_1.wav
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}
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weapon_rpg.fire
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{
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sample weapons/rocketfire1.wav
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}
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weapon_railgun.fire
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{
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sample weapons/railgun.wav
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@ -51,6 +89,11 @@ weapon_sniper.fire
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sample weapons/sniper.wav
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}
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weapon_tranquilizer.fire
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{
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sample weapons/dartgun.wav
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}
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engineer.build
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{
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sample weapons/building.wav
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