SOUND(OVERTIME, "misc/overtime");
SOUND(TIMEOUT, "misc/timeout");
+SOUND(MIDAIR, "misc/midair");
+
SOUND(SPAWN, "misc/spawn");
SOUND(TALK, "misc/talk");
FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, false, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
if(yoda && flying) {
+ if(charge == 1) // play additional sound if we hit in the air with maximum damage
+ sound(NULL, CH_INFO, SND_MIDAIR, VOL_BASE, ATTN_NONE);
+
Give_Medal(actor, YODA);
}