Exemplo n.º 1
0
// 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);
}
Exemplo n.º 2
0
DEFINE_ACTION_FUNCTION(AActor, A_SPosAttackUseAtkSound)
{
    if (!self->target)
        return;

    S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
    A_SPosAttack2 (self);
}
Exemplo n.º 3
0
// 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);
}