Added WEAPON_SHOTGUN shell loading and pumping sounds
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549a5b32bf
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1 changed files with 6 additions and 2 deletions
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@ -35,6 +35,8 @@ void w_shotgun_precache(void)
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precache_model("models/p_shotgun.mdl");
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precache_sound("weapons/sbarrel1.wav");
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precache_sound("weapons/dbarrel1.wav");
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precache_sound("weapons/reload3.wav");
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precache_sound("weapons/scock1.wav");
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}
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string w_shotgun_vmodel(void)
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{
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@ -213,7 +215,7 @@ void w_shotgun_release(void)
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Weapons_ViewAnimation(SHOTGUN_START_RELOAD);
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#endif
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pl.a_ammo3 = SHOTTY_RELOAD;
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pl.w_idle_next = 0.5f;
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pl.w_idle_next = 0.65f;
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} else if (pl.a_ammo3 == SHOTTY_RELOAD) {
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#ifdef CSQC
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Weapons_ViewAnimation(SHOTGUN_RELOAD);
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@ -227,7 +229,7 @@ void w_shotgun_release(void)
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pl.shotgun_mag++;
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pl.ammo_buckshot--;
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Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, pl.a_ammo3);
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sound(pl, CHAN_WEAPON, "weapons/reload3.wav", 1.0, ATTN_NORM);
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if (pl.ammo_buckshot <= 0 || pl.shotgun_mag >= 8) {
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pl.a_ammo3 = SHOTTY_RELOAD_END;
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}
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@ -236,6 +238,8 @@ void w_shotgun_release(void)
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} else if (pl.a_ammo3 == SHOTTY_RELOAD_END) {
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#ifdef CSQC
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Weapons_ViewAnimation(SHOTGUN_PUMP);
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#else
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sound(pl, CHAN_WEAPON, "weapons/scock1.wav", 1.0, ATTN_NORM);
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#endif
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pl.a_ammo3 = SHOTTY_IDLE;
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pl.w_idle_next = 10.0f;
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