Fix massn sniper

This commit is contained in:
Roman Chistokhodov 2019-08-07 00:16:48 +03:00
parent f60953840d
commit ec2814c2b3
1 changed files with 4 additions and 3 deletions

View File

@ -40,7 +40,7 @@
#define MASSN_9MMAR (1 << 0)
#define MASSN_HANDGRENADE (1 << 1)
#define MASSN_GRENADELAUNCHER (1 << 2)
#define MASSN_SNIPERRIFLE (1 << 4)
#define MASSN_SNIPERRIFLE (1 << 3)
// Body groups.
#define HEAD_GROUP 1
@ -84,7 +84,7 @@ public:
void IdleSound(void);
};
LINK_ENTITY_TO_CLASS(monster_male_assassin, CMassn);
LINK_ENTITY_TO_CLASS(monster_male_assassin, CMassn)
//=========================================================
// Purpose:
@ -198,7 +198,7 @@ void CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
{
Sniperrifle();
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_bolt1.wav", 1, ATTN_NORM);
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
}
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
@ -301,6 +301,7 @@ void CMassn::Precache()
PRECACHE_SOUND("weapons/glauncher.wav");
PRECACHE_SOUND("weapons/sniper_bolt1.wav");
PRECACHE_SOUND("weapons/sniper_fire.wav");
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event