void Grabber_Stop()\r
{\r
pointparticles(particleeffectnum("grabber_impact"), self.origin, '0 0 0', 1);\r
- sound (self, CHAN_PROJECTILE, "weapons/grabber_impact.wav", VOL_BASE, ATTN_NORM);\r
+ if(other.classname == "player")\r
+ sound (self, CHAN_PROJECTILE, "weapons/grabber_impact_player.wav", VOL_BASE, ATTN_NORM);\r
+ else\r
+ sound (self, CHAN_PROJECTILE, "weapons/grabber_impact_world.wav", VOL_BASE, ATTN_NORM);\r
\r
self.state = 1;\r
- self.think =GrabberThink;\r
+ self.think = GrabberThink;\r
self.nextthink = time;\r
self.touch = SUB_Null;\r
self.velocity = '0 0 0';\r
// common weapon precaches\r
precache_sound ("weapons/weapon_switch.wav");\r
precache_sound ("weapons/weaponpickup.wav");\r
- precache_sound ("weapons/grabber_fire.wav"); // grabber\r
- precache_sound ("weapons/grabber_altfire.wav"); // grabber\r
- precache_sound ("weapons/grabber_impact.wav"); // grabber\r
\r
float i;\r
for(i = 0; i < 8; i += 1)\r
{\r
Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
+ if(trace_ent.classname == "player")\r
+ sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);\r
+ else\r
+ sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);\r
+\r
W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
}\r
\r
precache_model ("models/weapons/g_grabber.md3");\r
precache_model ("models/weapons/v_grabber.md3");\r
precache_model ("models/weapons/h_grabber.iqm");\r
- precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
+ precache_sound ("weapons/grabber_impact_player.wav");\r
+ precache_sound ("weapons/grabber_impact_world.wav");\r
+ precache_sound ("weapons/grabber_impact2_player.wav");\r
+ precache_sound ("weapons/grabber_impact2_world.wav");\r
precache_sound ("weapons/grabber_fire.wav");\r
precache_sound ("weapons/grabber_altfire.wav");\r
precache_sound ("weapons/grabber_swing.wav");\r