Added basic sounds to WEAPON_DBS and WEAPON_SBS

This commit is contained in:
Marco Cawthorne 2023-01-18 00:05:19 -08:00
parent 1697f318cd
commit 5bd24517c3
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
3 changed files with 33 additions and 10 deletions

View File

@ -34,10 +34,11 @@ w_dbs_precache(void)
precache_model("models/v_tfc_shotgun.mdl");
precache_model("models/w_shot2.mdl");
precache_model("models/p_shot2.mdl");
precache_sound("weapons/sbarrel1.wav");
precache_sound("weapons/dbarrel1.wav");
precache_sound("weapons/reload3.wav");
precache_sound("weapons/scock1.wav");
#ifdef SERVER
Sound_Precache("weapon_dbs.cock");
Sound_Precache("weapon_dbs.fire");
Sound_Precache("weapon_dbs.reload");
#endif
}
void
@ -104,17 +105,17 @@ w_dbs_primary(player pl)
pl.mag_dbs--;
Weapons_ViewAnimation(pl, DBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
pl.w_attack_next = 0.7f;
break;
case AUTO_LAST:
Weapons_ViewAnimation(pl, DBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire");
pl.w_attack_next = 0.7f;
break;
case AUTO_EMPTY:
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire_empty");
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire_empty");
pl.w_attack_next = 0.2f;
break;
}
@ -152,9 +153,11 @@ w_dbs_release(player pl)
break;
case SHOTGUN_RELOAD:
Weapons_ViewAnimation(pl, DBS_ADDSHELL);
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.reload");
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(pl, DBS_PUMP);
Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.cock");
break;
}
}

View File

@ -93,17 +93,17 @@ w_sbs_primary(player pl)
case AUTO_FIRED:
Weapons_ViewAnimation(pl, SBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
pl.w_attack_next = 0.5f;
break;
case AUTO_LAST:
Weapons_ViewAnimation(pl, SBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire");
pl.w_attack_next = 0.5f;
break;
case AUTO_EMPTY:
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire_empty");
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.fire_empty");
pl.w_attack_next = 0.2f;
break;
}
@ -141,9 +141,11 @@ w_sbs_release(player pl)
break;
case SHOTGUN_RELOAD:
Weapons_ViewAnimation(pl, SBS_ADDSHELL);
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.reload");
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(pl, SBS_PUMP);
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sbs.cock");
break;
}
}

View File

@ -1,8 +1,26 @@
weapon_dbs.fire
{
sample weapons/shotgn2.wav
}
weapon_dbs.fire
{
sample weapons/shotgn2.wav
}
weapon_dbs.cock
{
sample weapons/scock1.wav
}
weapon_dbs.reload
{
sample weapons/reload3.wav
}
weapon_sbs.cock
{
sample weapons/scock1.wav