float CH_INFO = 0; // only on world and csqc
float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
float CH_WEAPON_A = 1; // only on players and entities
-float CH_WEAPON_SINGLE = 1; // only on players and entities
+float CH_WEAPON_SINGLE = 5; // only on players and entities
float CH_VOICE = 2; // only on players
float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
#endif
- // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
- sound (self, CH_WEAPON_B, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
- sound (self, CH_WEAPON_A, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
}