// This version of the function, which uses a hard-coded sound, is // meant for Dehacked only. DEFINE_ACTION_FUNCTION(AActor, A_SPosAttack) { if (!self->target) return; S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM); A_SPosAttack2 (self); }
DEFINE_ACTION_FUNCTION(AActor, A_SPosAttackUseAtkSound) { if (!self->target) return; S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); A_SPosAttack2 (self); }
// This version of the function, which uses a hard-coded sound, is // meant for Dehacked only. DEFINE_ACTION_FUNCTION(AActor, A_SPosAttack) { // [BC] Server takes care of the rest of this. if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) || ( CLIENTDEMO_IsPlaying( ))) { S_Sound ( self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM ); return; } if (!self->target) return; S_Sound (self, CHAN_WEAPON, "shotguy/attack", 1, ATTN_NORM); A_SPosAttack2 (self); }