mirror of https://github.com/FWGS/hlsdk-xash3d
Fix human grunt's AK-47 shoot sound.
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88a1c336ea
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@ -881,13 +881,13 @@ void CHGrunt::ShootAK47( Vector vecSpread )
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/Hks1.wav", 1, ATTN_NORM );
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/ak1.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/Hks2.wav", 1, ATTN_NORM );
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/ak2.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/Hks3.wav", 1, ATTN_NORM );
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/ak3.wav", 1, ATTN_NORM );
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break;
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}
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}
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@ -1226,9 +1226,9 @@ void CHGrunt::Precache()
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PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event
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PRECACHE_SOUND( "weapons/Hks1.wav" );
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PRECACHE_SOUND( "weapons/Hks2.wav" );
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PRECACHE_SOUND( "weapons/Hks3.wav" );
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PRECACHE_SOUND( "weapons/ak1.wav" );
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PRECACHE_SOUND( "weapons/ak2.wav" );
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PRECACHE_SOUND( "weapons/ak3.wav" );
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PRECACHE_SOUND( "weapons/mac1.wav" );
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PRECACHE_SOUND( "weapons/mac2.wav" );
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