ent.punchangle_x = recoil * -1;
if (snd != "")
- {
sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
- }
if(ent.items & IT_STRENGTH)
if(!g_minstagib)
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "", cvar("g_balance_electro_secondary_damage"));
+ sound(self, CHAN_WEAPON2, "weapons/electro_fire2.wav", VOL_BASE, ATTN_NORM);
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
{
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.prevlgfire > 0.5)
- {
sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
- }
entity beam, oldself;