- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- }
-}
-
-void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if (self.health <= 0)
- return;
- self.health = self.health - damage;
- if (self.health <= 0)
- {
- W_PrepareExplosionByDamage(attacker, self.think);
+ {
+ float r;
+ r = random() * 6;
+ if(r < 1)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 2)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 3)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 4)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 5)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ else
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ }