added flameball explosion sound

This commit is contained in:
q3rally 2021-04-27 19:25:29 +00:00
parent e1122a8a45
commit d429a7ced4
3 changed files with 3 additions and 1 deletions

View file

@ -1136,6 +1136,7 @@ typedef struct {
//sfxHandle_t sfx_railg;
sfxHandle_t sfx_rockexp;
sfxHandle_t sfx_plasmaexp;
sfxHandle_t sfx_flameexp;
#ifdef MISSIONPACK
sfxHandle_t sfx_proxexp;
sfxHandle_t sfx_nghit;

View file

@ -905,6 +905,7 @@ static void CG_RegisterSounds( void ) {
//cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
cgs.media.sfx_flameexp = trap_S_RegisterSound ("sound/weapons/flamer/fl_expl.wav", qfalse);
#ifdef MISSIONPACK
cgs.media.sfx_proxexp = trap_S_RegisterSound( "sound/weapons/proxmine/wstbexpl.wav" , qfalse);
cgs.media.sfx_nghit = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpd.wav" , qfalse);

View file

@ -2029,7 +2029,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
case WP_FLAME_THROWER:
mod = cgs.media.dishFlashModel;
shader = cgs.media.flameExplosionShader;
sfx = cgs.media.sfx_plasmaexp;
sfx = cgs.media.sfx_flameexp;
mark = cgs.media.burnMarkShader;
radius = 16;
isSprite = qtrue;