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

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

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