SOUND(SEEKER_FIRE, W_Sound("seeker_fire"));
SOUND(SHOTGUN_FIRE, W_Sound("shotgun_fire"));
SOUND(SHOTGUN_MELEE, W_Sound("shotgun_melee"));
+SOUND(SHOTGUN_MELEE_IMPACT, W_Sound("shotgun_melee_impact"));
SOUND(STRENGTH_FIRE, W_Sound("strength_fire"));
SOUND(TAGEXP1, W_Sound("tagexp1"));
SOUND(TAGEXP2, W_Sound("tagexp2"));
//print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+ sound(target_victim, CH_SHOTS, SND_SHOTGUN_MELEE_IMPACT, VOL_BASE, ATTEN_NORM);
Damage(target_victim, this.realowner, this.realowner,
swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
this.realowner.origin + this.realowner.view_ofs,