DeathSound: Don't interrupt pain sounds with death sound, use any available channel instead

This commit is contained in:
s1lentq 2024-09-17 02:49:27 +07:00
parent 19714af6e6
commit 3f628ea970

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