rekick += cvar(strcat("g_balance_", e.netname, "_kick_refire"));\r
if (!g_norecoil)\r
self.punchangle_x -= cvar(strcat("g_balance_", e.netname, "_kick_recoil"));\r
- sound (self, CHAN_WEAPON, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
+ sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
weapon_thinkf(WFRAME_FIRE2, rekick, w_ready); // only intended to animate the gun, as damage is calculated above\r
}\r
\r
if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
{\r
W_Grabber_Attack2();\r
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
}\r
}\r
}\r