ent.punchangle_x = recoil * -1;
if (snd != SND_Null) {
- sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ int held_weapons = 0; // HACK: muffle weapon sounds slightly while dual wielding!
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(ent.(weaponentity) && ent.(weaponentity).m_switchweapon != WEP_Null)
+ ++held_weapons;
+ }
+ sound (ent, chan, snd, ((held_weapons > 1) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
W_PlayStrengthSound(ent);
}