// only play fire sound if 1 sec has passed since player let go the fire button
if(time - self.beam_prev > 1)
{
- sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, "weapons/arc_fire.wav", VOL_BASE, ATTN_NORM);
}
entity beam = self.arc_beam = spawn();
if ( !self.arc_smoke_sound )
{
self.arc_smoke_sound = 1;
- sound(self, CH_SHOTS_SINGLE, "weapons/gauntletbeam_fly.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS_SINGLE, "weapons/arc_loop.wav", VOL_BASE, ATTN_NORM);
}
}
}
if(self.arc_BUTTON_ATCK_prev != 0)
{
+ sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
}
precache_model("models/weapons/g_arc.md3");
precache_model("models/weapons/v_arc.md3");
precache_model("models/weapons/h_arc.iqm");
- precache_sound("weapons/lgbeam_fire.wav");
- precache_sound("weapons/gauntletbeam_fly.wav");
+ precache_sound("weapons/arc_fire.wav");
+ precache_sound("weapons/arc_loop.wav");
+ precache_sound("weapons/arc_stop.wav");
precache_sound("weapons/strength_fire.wav");
if(!arc_shotorigin[0])
{
self.draw = Draw_ArcBeam;
self.entremove = Remove_ArcBeam;
self.move_time = time;
- loopsound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/arc_loop.wav", VOL_BASE, ATTEN_NORM);
flash = spawn();
flash.owner = self;
}
case WR_INIT:
{
- precache_sound("weapons/lgbeam_fly.wav");
+ precache_sound("weapons/arc_loop.wav");
return TRUE;
}
case WR_ZOOMRETICLE: