diff --git a/SourceCode/dlls/turret.cpp b/SourceCode/dlls/turret.cpp index aea1bc1..8c84546 100644 --- a/SourceCode/dlls/turret.cpp +++ b/SourceCode/dlls/turret.cpp @@ -286,12 +286,14 @@ void CBaseTurret::Spawn() void CBaseTurret::Precache( ) { PRECACHE_SOUND ("turret/tu_fire1.wav"); + PRECACHE_SOUND ("weapons/saw_fire1.wav"); + PRECACHE_SOUND ("weapons/saw_fire2.wav"); + PRECACHE_SOUND ("weapons/saw_fire3.wav"); PRECACHE_SOUND ("turret/tu_ping.wav"); PRECACHE_SOUND ("turret/tu_active2.wav"); PRECACHE_SOUND ("turret/tu_die.wav"); PRECACHE_SOUND ("turret/tu_die2.wav"); PRECACHE_SOUND ("turret/tu_die3.wav"); - // PRECACHE_SOUND ("turret/tu_retract.wav"); // just use deploy sound to save memory PRECACHE_SOUND ("turret/tu_deploy.wav"); PRECACHE_SOUND ("turret/tu_spinup.wav"); PRECACHE_SOUND ("turret/tu_spindown.wav"); @@ -629,6 +631,14 @@ void CBaseTurret::ActiveThink(void) void CTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 ); + + switch (RANDOM_LONG(0, 2)) + { + case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire1.wav", 1, ATTN_NORM); break; + case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire2.wav", 1, ATTN_NORM); break; + case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire3.wav", 1, ATTN_NORM); break; + + } EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6); pev->effects = pev->effects | EF_MUZZLEFLASH; }