Use Sound_Cock
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cdf3dfc619
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@ -130,7 +130,7 @@ function SWEP:Reload_MagIn( hand, curmag, optinv, optwep_table, optwep_class )
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self:D_SetMagID( hand, mag )
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self:D_SetMagID( hand, mag )
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self:D_SetClip( hand, inv[mag].Ammo )
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self:D_SetClip( hand, inv[mag].Ammo )
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wep_table.Loaded = mag
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wep_table.Loaded = mag
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B_Sound( self, wep_class.Sound_MagCock )
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B_Sound( self, wep_class.Sound_Cock )
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else
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else
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B_Sound( self, "Common.NoAmmo" )
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B_Sound( self, "Common.NoAmmo" )
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end
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end
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@ -145,11 +145,14 @@ do -- Sound definitions
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AddSound( "USP.MagIn", "benny/weapons/usp/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "USP.MagIn", "benny/weapons/usp/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Glock.MagOut", "benny/weapons/glock/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Glock.MagOut", "benny/weapons/glock/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Glock.MagIn", "benny/weapons/glock/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Glock.MagIn", "benny/weapons/glock/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Glock.Cock", "benny/weapons/glock/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Deagle.Cock", "benny/weapons/deagle/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "M16A2.MagOut", "benny/weapons/m16a2/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "M16A2.MagOut", "benny/weapons/m16a2/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "M16A2.MagIn", "benny/weapons/m16a2/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "M16A2.MagIn", "benny/weapons/m16a2/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "M16A2.Cock", "benny/weapons/m16a2/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagOut", "benny/weapons/fnc/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagOut", "benny/weapons/fnc/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagIn", "benny/weapons/fnc/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagIn", "benny/weapons/fnc/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagCock", "benny/weapons/fnc/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.Cock", "benny/weapons/fnc/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "AA12.MagOut", "benny/weapons/aa12/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "AA12.MagOut", "benny/weapons/aa12/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "AA12.MagIn", "benny/weapons/aa12/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "AA12.MagIn", "benny/weapons/aa12/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "SPAS12.MagOut", {
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AddSound( "SPAS12.MagOut", {
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@ -475,6 +478,7 @@ do -- Handguns
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_MagOut = "Glock.MagOut",
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Sound_MagOut = "Glock.MagOut",
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Sound_MagIn = "Glock.MagIn",
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Sound_MagIn = "Glock.MagIn",
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Sound_Cock = "Glock.Cock",
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Delay = (60/900),
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Delay = (60/900),
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Firemodes = FIREMODE_AUTOSEMI,
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Firemodes = FIREMODE_AUTOSEMI,
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@ -583,6 +587,7 @@ do -- Handguns
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_MagOut = "Anaconda.MagOut",
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Sound_MagOut = "Anaconda.MagOut",
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Sound_MagIn = "Anaconda.MagIn",
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Sound_MagIn = "Anaconda.MagIn",
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Sound_Cock = "Deagle.Cock",
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Delay = (60/180),
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Delay = (60/180),
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Firemodes = FIREMODE_SEMI,
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Firemodes = FIREMODE_SEMI,
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@ -945,7 +950,7 @@ do -- Rifles
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagIn = "FNC.MagIn",
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Sound_MagIn = "FNC.MagIn",
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Sound_MagCock = "FNC.MagCock",
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Sound_Cock = "FNC.Cock",
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Delay = (60/700),
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Delay = (60/700),
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Firemodes = FIREMODE_AUTOSEMI,
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Firemodes = FIREMODE_AUTOSEMI,
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@ -981,7 +986,7 @@ do -- Rifles
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagIn = "FNC.MagIn",
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Sound_MagIn = "FNC.MagIn",
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Sound_MagCock = "FNC.MagCock",
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Sound_Cock = "FNC.Cock",
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Delay = (60/800),
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Delay = (60/800),
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Firemodes = FIREMODE_AUTOSEMI,
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Firemodes = FIREMODE_AUTOSEMI,
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@ -1017,6 +1022,7 @@ do -- Rifles
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "M16A2.MagOut",
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Sound_MagOut = "M16A2.MagOut",
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Sound_MagIn = "M16A2.MagIn",
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Sound_MagIn = "M16A2.MagIn",
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Sound_Cock = "M16A2.Cock",
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Delay = (60/700),
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Delay = (60/700),
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Firemodes = {
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Firemodes = {
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