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@ -1430,6 +1430,12 @@ void EV_EgonFire( event_args_t *args )
@@ -1430,6 +1430,12 @@ void EV_EgonFire( event_args_t *args )
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} |
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else |
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{ |
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// If there is any sound playing already, kill it. - Solokiller
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// This is necessary because multiple sounds can play on the same channel at the same time.
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// In some cases, more than 1 run sound plays when the egon stops firing, in which case only the earliest entry in the list is stopped.
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// This ensures no more than 1 of those is ever active at the same time.
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gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN ); |
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if( iFireMode == FIRE_WIDE ) |
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 ); |
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else |
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@ -1438,7 +1444,7 @@ void EV_EgonFire( event_args_t *args )
@@ -1438,7 +1444,7 @@ void EV_EgonFire( event_args_t *args )
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//Only play the weapon anims if I shot it.
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if( EV_IsLocal( idx ) ) |
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gEngfuncs.pEventAPI->EV_WeaponAnimation ( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 ); |
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gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 ); |
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if( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
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{ |
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