From: Rudolf Polzer Date: Fri, 8 Jul 2011 19:44:34 +0000 (+0200) Subject: stop fireball charge sound when weapon switching X-Git-Tag: xonotic-v0.5.0~148^2~57 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=cfe1c93ada091a19449b5b4ca7da5d3776415790;p=xonotic%2Fxonotic-data.pk3dir.git stop fireball charge sound when weapon switching --- diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index 34c00503a..e253ee5c7 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -433,7 +433,7 @@ const float STAT_DOM_PPS_YELLOW = 104; 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" diff --git a/qcsrc/server/cl_weapons.qc b/qcsrc/server/cl_weapons.qc index 9e59a4c55..310616900 100644 --- a/qcsrc/server/cl_weapons.qc +++ b/qcsrc/server/cl_weapons.qc @@ -374,8 +374,7 @@ void W_WeaponFrame() 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); diff --git a/qcsrc/server/w_fireball.qc b/qcsrc/server/w_fireball.qc index a0a4f849a..bbb74204c 100644 --- a/qcsrc/server/w_fireball.qc +++ b/qcsrc/server/w_fireball.qc @@ -197,7 +197,7 @@ void W_Fireball_Attack1_Frame0() 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); }