sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;\r
\r
+ // if we still have a weapon, play the melee animation and sound\r
+ weapon_thinkf(WFRAME_FIRE2, time + cvar("g_balance_vore_kick_delay"), w_ready); // only intended to animate the gun, does not do any damage\r
if(self.weapon)\r
- {\r
- // if we still have a weapon, play the swing animation for it\r
- weapon_thinkf(WFRAME_FIRE2, time + cvar("g_balance_vore_kick_delay"), w_ready); // only intended to animate the gun, does not do any damage\r
- }\r
+ sound (self, CHAN_WEAPON, "weapons/grabber_melee.wav", VOL_BASE, ATTN_NORM);\r
\r
if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
Vore_Regurgitate(self);\r
precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
precache_sound ("weapons/grabber_fire.wav");\r
precache_sound ("weapons/grabber_altfire.wav");\r
+ precache_sound ("weapons/grabber_melee.wav");\r
precache_sound ("weapons/reload.wav");\r
}\r
else if (req == WR_SETUP)\r