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Don't interrupt grapple pull sound by impact sound
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@ -194,11 +194,11 @@ void CBarnacleGrapple::PrimaryAttack( void )
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{
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{
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SendWeaponAnim( BGRAPPLE_FIRETRAVEL );
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SendWeaponAnim( BGRAPPLE_FIRETRAVEL );
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EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 );
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EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_STATIC, "weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 );
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if( pTarget->IsPlayer() )
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if( pTarget->IsPlayer() )
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{
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{
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EMIT_SOUND_DYN( ENT(pTarget->pev), CHAN_WEAPON,"weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 );
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EMIT_SOUND_DYN( ENT(pTarget->pev), CHAN_STATIC,"weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 );
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}
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}
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m_bMomentaryStuck = FALSE;
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m_bMomentaryStuck = FALSE;
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@ -314,7 +314,7 @@ void CBarnacleGrapple::PrimaryAttack( void )
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if( !m_pTip )
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if( !m_pTip )
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{
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{
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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return;
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return;
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}
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}
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