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Fix sporelauncher not playing a pet sound. Set idle anim chances same as in opfor (#391)
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@ -280,7 +280,7 @@ void CSporelauncher::Reload(void)
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m_fInSpecialReload = 2;
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// Play reload sound.
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/splauncher_reload.wav", 1, ATTN_NORM, 0, 100);
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EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/splauncher_reload.wav", 0.7f, ATTN_NORM);
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SendWeaponAnim(SPLAUNCHER_RELOAD_LOAD);
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@ -328,12 +328,12 @@ void CSporelauncher::WeaponIdle(void)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
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if (flRand <= 0.4)
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if (flRand <= 0.75f)
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{
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iAnim = SPLAUNCHER_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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}
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else if (flRand <= 0.8)
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else if (flRand <= 0.95f)
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{
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iAnim = SPLAUNCHER_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f;
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@ -342,6 +342,7 @@ void CSporelauncher::WeaponIdle(void)
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{
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iAnim = SPLAUNCHER_FIDGET;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f;
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EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/splauncher_pet.wav", 0.7f, ATTN_NORM);
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}
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SendWeaponAnim(iAnim);
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