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cgame: fix weapon alt switch sound

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Aranud committed Jul 2, 2019
1 parent 00fc938 commit 2ef4dbf586f6ad4aac2e2ba32444f7ac61ef6b0a
Showing with 18 additions and 18 deletions.
  1. +2 −2 etmain/weapons/gpg40.weap
  2. +2 −2 etmain/weapons/kar98.weap
  3. +12 −12 etmain/weapons/m1_garand.weap
  4. +1 −1 etmain/weapons/m7.weap
  5. +1 −1 src/cgame/cg_event.c
@@ -22,8 +22,8 @@ weaponDef
//reloadFastSound "" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
//spindownSound "" // sound called if the above is running but player doesn't follow through and fire
switchSoundOn "sound/weapons/k43/k43_grenade_on.wav" // allow overriding of weaponswitch sound
noAmmoSound "sound/weapons/misc/fire_dry.wav"
switchSoundOff "sound/weapons/k43/k43_grenade_off.wav" // allow overriding of weaponswitch sound
noAmmoSound "sound/weapons/misc/fire_dry.wav"

weaponIcon "icons/iconw_kar98_gren"
weaponIconScale 2
@@ -22,8 +22,8 @@ weaponDef
//reloadFastSound "" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
//spindownSound "" // sound called if the above is running but player doesn't follow through and fire
switchSoundOff "sound/weapons/k43/k43_grenade_off.wav" // allow overriding of weaponswitch sound
noAmmoSound "sound/weapons/misc/fire_dry.wav"
switchSoundOn "sound/weapons/k43/k43_grenade_on.wav" // allow overriding of weaponswitch sound
noAmmoSound "sound/weapons/misc/fire_dry.wav"

weaponIcon "icons/iconw_kar98"
weaponIconScale 2
@@ -4,35 +4,35 @@ weaponDef
client {
//standModel "" // weapon pickup 'stand' (do we still use this?)
droppedAnglesHack
pickupModel "models/multiplayer/m1_garand/m1_garand_gren_pickup.md3"
pickupModel "models/multiplayer/m1_garand/m1_garand_gren_pickup.md3"
//pickupSound "sound/misc/w_pkup.wav"

weaponConfig "models/multiplayer/m1_garand/weapon.cfg"
handsModel "models/multiplayer/m1_garand/v_m1_garand_hand.md3"
handsModel "models/multiplayer/m1_garand/v_m1_garand_hand.md3"

flashDlightColor 1.0 0.6 0.23
flashSound "sound/weapons/garand/m1_fire.wav" // supports up to 4 flash sounds
flashSound "sound/weapons/garand/m1_fire.wav" // supports up to 4 flash sounds
flashEchoSound "sound/weapons/garand/m1_far.wav" // supports up to 4 flash echo sounds
lastShotSound "sound/weapons/garand/m1_fire_last.wav" // supports up to 4 last shot sounds

//readySound ""
//firingSound "" // no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
//overheatSound ""
reloadSound "sound/weapons/garand/m1_reload.wav"
reloadSound "sound/weapons/garand/m1_reload.wav"
//reloadFastSound "" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
//spindownSound "" // sound called if the above is running but player doesn't follow through and fire
switchSoundOff "sound/weapons/garand/m1_grenade_off.wav" // allow overriding of weaponswitch sound
noAmmoSound "sound/weapons/misc/fire_dry.wav"
switchSoundOn "sound/weapons/garand/m1_grenade_on.wav" // allow overriding of weaponswitch sound
noAmmoSound "sound/weapons/misc/fire_dry.wav"

weaponIcon "icons/iconw_m1_garand"
weaponIcon "icons/iconw_m1_garand"
weaponIconScale 2
weaponSelectedIcon "icons/iconw_m1_garand_1_select"

weaponCardIcon "gfx/limbo/weaponcard02"
weaponCardScale 1 1
weaponCardPointS 0 1
weaponCardPointT 0.5 0.625
weaponCardIcon "gfx/limbo/weaponcard02"
weaponCardScale 1 1
weaponCardPointS 0 1
weaponCardPointT 0.5 0.625

//missileModel ""
//missileSound ""
@@ -41,7 +41,7 @@ weaponDef
//missileDlightColor 0 0 0 // do we still use this?

ejectBrassFunc "MachineGunEjectBrass" // supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
ejectBrassOffset 16 -4 24
ejectBrassOffset 16 -4 24

fireRecoil 2 1 0 // kick angle
adjustLean 1 1 2
@@ -22,7 +22,7 @@ weaponDef
//reloadFastSound "" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
//spindownSound "" // sound called if the above is running but player doesn't follow through and fire
switchSoundOn "sound/weapons/garand/m1_grenade_on.wav" // allow overriding of weaponswitch sound
switchSoundOff "sound/weapons/garand/m1_grenade_off.wav" // allow overriding of weaponswitch sound
noAmmoSound "sound/weapons/misc/fire_dry.wav"

weaponIcon "icons/iconw_m1_garand_gren"
@@ -2174,7 +2174,7 @@ void CG_EntityEvent(centity_t *cent, vec3_t position)
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.selectSound);

// special switching sound for alt weapon
if (es->effect1Time)
if (!es->effect1Time)
{
if (cg_weapons[es->weapon].switchSoundOn)
{

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