// if we pressed primary fire while loading, unload all rockets and abort
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo * self.hagar_load * -1, autocvar_g_balance_hagar_reload_ammo); // give back ammo
self.hagar_load = 0;
- sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+ asound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
// pause until we can load rockets again, once we re-press the alt fire button
self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
{
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
self.hagar_load += 1;
- sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+ asound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
}
else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
{
// if this is the last rocket we can load, play a beep sound to notify the player
- sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+ asound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
self.hagar_loadbeep = TRUE;
}
}
if(!w_issilent)
{
if (w_random<0.15)
- sound(self, CH_SHOTS_SINGLE, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
+ asound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
else if (w_random<0.7)
- sound(self, CH_SHOTS_SINGLE, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
+ asound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
else
- sound(self, CH_SHOTS_SINGLE, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
+ asound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
}
}
else if(req == WR_PRECACHE)