Fix playing weapon sounds
No more sounds audible on the whole map in bot modes, when bots change weapon or have no ammo. Gun change sound in bot code was a duplicate, so removed.
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@@ -289,7 +289,6 @@ bool CBot::SelectGun(int Gun)
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m_pMyEnt->gunselect = Gun;
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if(m_pMyEnt->weaponsel->type != Gun)
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{
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audiomgr.playsound(S_GUNCHANGE, m_pMyEnt);
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m_pMyEnt->weaponswitch(m_pMyEnt->weapons[Gun]);
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m_iChangeWeaponDelay = lastmillis + 1000;
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}
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+11
-3
@@ -918,7 +918,8 @@ void weapon::updatetimers(int millis)
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void weapon::onselecting()
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{
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updatelastaction(owner);
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audiomgr.playsound(S_GUNCHANGE, owner == player1? SP_HIGH : SP_NORMAL);
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bool local = (owner == player1);
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audiomgr.playsound(S_GUNCHANGE, owner, local ? SP_HIGH : SP_NORMAL);
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}
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void weapon::renderhudmodel() { renderhudmodel(owner->lastaction); }
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@@ -1193,7 +1194,13 @@ void grenades::renderstats()
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bool grenades::selectable() { return weapon::selectable() && state != GST_INHAND && mag; }
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void grenades::reset() { throwmillis = 0; quicknade = false; state = GST_NONE; }
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void grenades::onselecting() { reset(); audiomgr.playsound(S_GUNCHANGE); }
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void grenades::onselecting()
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{
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reset();
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bool local = (owner == player1);
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audiomgr.playsound(S_GUNCHANGE, owner, local ? SP_HIGH : SP_NORMAL);
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}
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void grenades::onownerdies()
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{
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reset();
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@@ -1226,7 +1233,8 @@ bool gun::attack(vec &targ)
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updatelastaction(owner, attackmillis);
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if(!mag)
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{
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audiomgr.playsoundc(S_NOAMMO);
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bool local = (owner == player1);
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audiomgr.playsound(S_NOAMMO, owner, local ? SP_HIGH : SP_NORMAL);
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gunwait += 250;
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owner->lastattackweapon = NULL;
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shots = 0;
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