Don't interrupt grapple pull sound by impact sound

This commit is contained in:
Roman Chistokhodov 2019-10-16 01:09:25 +03:00
parent 37ef63e6d1
commit e59451a94d

View File

@ -194,11 +194,11 @@ void CBarnacleGrapple::PrimaryAttack( void )
{
SendWeaponAnim( BGRAPPLE_FIRETRAVEL );
EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 );
EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_STATIC, "weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 );
if( pTarget->IsPlayer() )
{
EMIT_SOUND_DYN( ENT(pTarget->pev), CHAN_WEAPON,"weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 );
EMIT_SOUND_DYN( ENT(pTarget->pev), CHAN_STATIC,"weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 );
}
m_bMomentaryStuck = FALSE;
@ -314,7 +314,7 @@ void CBarnacleGrapple::PrimaryAttack( void )
if( !m_pTip )
{
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
return;
}