Fix human grunt's AK-47 shoot sound.

This commit is contained in:
Night Owl 2017-12-29 07:29:43 +05:00
parent 88a1c336ea
commit c15514ea16
1 changed files with 6 additions and 6 deletions

View File

@ -881,13 +881,13 @@ void CHGrunt::ShootAK47( Vector vecSpread )
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/Hks1.wav", 1, ATTN_NORM );
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/ak1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/Hks2.wav", 1, ATTN_NORM );
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/ak2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/Hks3.wav", 1, ATTN_NORM );
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/ak3.wav", 1, ATTN_NORM );
break;
}
}
@ -1226,9 +1226,9 @@ void CHGrunt::Precache()
PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event
PRECACHE_SOUND( "weapons/Hks1.wav" );
PRECACHE_SOUND( "weapons/Hks2.wav" );
PRECACHE_SOUND( "weapons/Hks3.wav" );
PRECACHE_SOUND( "weapons/ak1.wav" );
PRECACHE_SOUND( "weapons/ak2.wav" );
PRECACHE_SOUND( "weapons/ak3.wav" );
PRECACHE_SOUND( "weapons/mac1.wav" );
PRECACHE_SOUND( "weapons/mac2.wav" );