Grenades use zombie throw sound now.

Fixed bug with pentagram sounds not precaching
This commit is contained in:
Finny Merrill 2004-01-26 11:53:49 +00:00
parent 566b5f11ca
commit 5759b9b249
2 changed files with 8 additions and 1 deletions

View file

@ -1191,8 +1191,9 @@ void() TeamFortress_GrenadePrimed =
if (self.weapon == GR_TYPE_FLARE)
sound (user, CHAN_WEAPON, "weapons/flmfire2.wav", 1, ATTN_NORM);
else
sound (user, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
// sound (user, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
// sound (user, CHAN_WEAPON, "weapons/throw.wav", 1, ATTN_NORM);
sound (user, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM);
KickPlayer(-1, user);
newmis = spawn ();

View file

@ -302,6 +302,12 @@ void() worldspawn =
precache_sound ("weapons/lstart.wav"); //lightning start
precache_sound ("items/damage3.wav");
precache_sound ("zombie/z_shot1.wav"); // For grenade
precache_sound ("items/protect1.wav");
precache_sound ("items/protect2.wav");
precache_sound ("items/protect3.wav");
precache_sound ("misc/power.wav"); //lightning for boss
// player gib sounds