This commit is contained in:
Night Owl 2017-07-05 17:06:23 +05:00
parent e5f6f7d9ac
commit 689316912a
1 changed files with 7 additions and 1 deletions

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@ -1430,6 +1430,12 @@ void EV_EgonFire( event_args_t *args )
}
else
{
// If there is any sound playing already, kill it. - Solokiller
// This is necessary because multiple sounds can play on the same channel at the same time.
// 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.
// This ensures no more than 1 of those is ever active at the same time.
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN );
if( iFireMode == FIRE_WIDE )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 );
else
@ -1438,7 +1444,7 @@ void EV_EgonFire( event_args_t *args )
//Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) )
gEngfuncs.pEventAPI->EV_WeaponAnimation ( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 );
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.
{