float t;
- sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
ATTACK_FINISHED(self) = t;
precache_sound ("misc/itempickup.wav");
precache_sound ("weapons/shotgun_fire.wav");
precache_sound ("weapons/shotgun_melee.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{
float t;
- sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reload_time + 1;
ATTACK_FINISHED(self) = t;
precache_model ("models/weapons/g_campingrifle.md3");
precache_model ("models/weapons/v_campingrifle.md3");
precache_model ("models/weapons/h_campingrifle.iqm");
- precache_sound ("weapons/campingrifle_reload.wav");
precache_sound ("weapons/campingrifle_fire.wav");
precache_sound ("weapons/campingrifle_fire2.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
{