Add Weapons_Sound() back, because now it'll be useful

This commit is contained in:
Marco Cawthorne 2021-05-17 20:18:25 +02:00
parent 2d17321554
commit 8072ba2872
2 changed files with 22 additions and 0 deletions

View File

@ -61,6 +61,8 @@ void Weapons_SetGeomset(string);
void Weapons_UpdateAmmo(base_player, int, int, int);
int Weapons_GetAnimation(void);
void Weapons_Sound(entity, float, string);
#ifdef CLIENT
string Weapons_GetPlayermodel(int);
void Weapons_HUDPic(int, int, vector, float);

View File

@ -396,3 +396,23 @@ Weapons_UpdateAmmo(base_player pl, int a1, int a2, int a3)
pl.a_ammo2 = bound(0, a2, 255);
pl.a_ammo3 = bound(0, a3, 255);
}
void
Weapons_Sound(entity pl, float channel, string snd)
{
#if 0
#ifdef SERVER
float prev = pl.dimension_see;
pl.dimension_see=0;
Sound_Play(pl, channel, snd);
pl.dimension_see = prev;
#else
/* client side == immediately */
Sound_Play(pl, channel, snd);
#endif
#else
#ifdef SERVER
Sound_Play(pl, channel, snd);
#endif
#endif
}