};
#endif
#ifdef CSQC
+.float prevric;
float w_shotgun(float req)
{
if(req == WR_IMPACTEFFECT)
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
- if(!w_issilent)
+ if(!w_issilent && time - self.prevric > 0.25)
{
- if(w_random < 0.05)
+ if(w_random < 0.0165)
sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
- else if(w_random < 0.1)
+ else if(w_random < 0.033)
sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
- else if(w_random < 0.2)
+ else if(w_random < 0.05)
sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ self.prevric = time;
}
}
else if(req == WR_PRECACHE)