// varying sound pitch
static float hitsound_time_prev = 0;
- if (COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
+ // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
+ float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+ if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
{
if (autocvar_cl_hitsound && unaccounted_damage)
{