sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
break;
-
+
case DEATH_WAKIGUN:
sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
break;
+ case DEATH_BUMB_GUN:
+ sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("bigplasma_impact"), self.origin, w_backoff * 1000, 1);
+ break;
}
}