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DeathSound: Don't interrupt pain sounds with death sound, use any available channel instead
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@ -569,13 +569,20 @@ LINK_HOOK_CLASS_VOID_CHAIN2(CBasePlayer, DeathSound)
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void EXT_FUNC CBasePlayer::__API_HOOK(DeathSound)()
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{
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#if REGAMEDLL_FIXES
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// FIXED: Don't interrupt pain sounds with death sound, use any available channel instead
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const int channel = CHAN_AUTO;
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#else
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const int channel = CHAN_VOICE;
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#endif
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// temporarily using pain sounds for death sounds
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switch (RANDOM_LONG(1, 4))
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{
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/die1.wav", VOL_NORM, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/die2.wav", VOL_NORM, ATTN_NORM); break;
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case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/die3.wav", VOL_NORM, ATTN_NORM); break;
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case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/death6.wav", VOL_NORM, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), channel, "player/die1.wav", VOL_NORM, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), channel, "player/die2.wav", VOL_NORM, ATTN_NORM); break;
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case 3: EMIT_SOUND(ENT(pev), channel, "player/die3.wav", VOL_NORM, ATTN_NORM); break;
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case 4: EMIT_SOUND(ENT(pev), channel, "player/death6.wav", VOL_NORM, ATTN_NORM); break;
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}
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}
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