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Fixes for nex whoosh

Martin Taibr requested to merge martin-t/whoosh into master
  • Now works for all weapons (OK nex, some turrets in insta) - i think when a weapon is added that uses this function it's more likely to want the sound than not so there's no point checking for every single weapon individually.
  • Also play it for the player who was hit - i think this sounds a lot better and more consistent
  • Use normal attenuation instead of custom code - this way it's properly directional when it passes by on one side. The values chosen for volume and attenuation are as close as possible to old behavior. I just wish the sound itself was louder so i wouldn't have to use VOL_BASEVOICE.
  • Removed some dead code from 2004 which was commented out even in the commit it was added.

Now railgunhit is no longer necessary but i've seen it used in some other code so not removing for now. I also think some of the other temporary fields could be removed (by dealing damage as soon as we hit them instead of in a separate loop) but haven't looked closely.

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