void Item_Respawn (entity this)
{
Item_Show(this, 1);
- // this is ugly...
- switch(this.itemdef)
- {
- case ITEM_Strength:
- sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- break;
- case ITEM_Shield:
- sound(this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- break;
- default:
- sound(this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- break;
- }
+ sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)