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https://github.com/Q3Rally-Team/q3rally.git
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added flameball explosion sound
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e1122a8a45
commit
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3 changed files with 3 additions and 1 deletions
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@ -1136,6 +1136,7 @@ typedef struct {
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//sfxHandle_t sfx_railg;
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sfxHandle_t sfx_rockexp;
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sfxHandle_t sfx_plasmaexp;
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sfxHandle_t sfx_flameexp;
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#ifdef MISSIONPACK
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sfxHandle_t sfx_proxexp;
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sfxHandle_t sfx_nghit;
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@ -905,6 +905,7 @@ static void CG_RegisterSounds( void ) {
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//cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
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cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
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cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
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cgs.media.sfx_flameexp = trap_S_RegisterSound ("sound/weapons/flamer/fl_expl.wav", qfalse);
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#ifdef MISSIONPACK
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cgs.media.sfx_proxexp = trap_S_RegisterSound( "sound/weapons/proxmine/wstbexpl.wav" , qfalse);
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cgs.media.sfx_nghit = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpd.wav" , qfalse);
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@ -2029,7 +2029,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
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case WP_FLAME_THROWER:
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mod = cgs.media.dishFlashModel;
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shader = cgs.media.flameExplosionShader;
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sfx = cgs.media.sfx_plasmaexp;
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sfx = cgs.media.sfx_flameexp;
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mark = cgs.media.burnMarkShader;
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radius = 16;
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isSprite = qtrue;
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