Added WEAPON_SHOTGUN shell loading and pumping sounds

This commit is contained in:
Marco Cawthorne 2019-08-19 02:43:45 -07:00
parent 549a5b32bf
commit a196e47cdb

View file

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