bug fix: head shot sound played in any sniper gibs
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4991 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -639,12 +639,12 @@ void dodamage(int damage, playerent *pl, playerent *actor, bool gib, bool local)
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}
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damageeffect(damage, pl);
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if(pl->health<=0) { if(local) dokill(pl, actor, gib); }
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if(pl->health<=0) { if(local) dokill(pl, actor, gib, pl->weaponsel->type); }
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else if(pl==player1) audiomgr.playsound(S_PAIN6, SP_HIGH);
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else audiomgr.playsound(S_PAIN1+rnd(5), pl);
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}
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void dokill(playerent *pl, playerent *act, bool gib)
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void dokill(playerent *pl, playerent *act, bool gib, int gun)
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{
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if(pl->state!=CS_ALIVE || intermission) return;
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@@ -669,7 +669,7 @@ void dokill(playerent *pl, playerent *act, bool gib)
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if(gib)
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{
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if(pl!=act && act->weaponsel->type == GUN_SNIPER) audiomgr.playsound(S_HEADSHOT, SP_LOW);
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if(pl!=act && /*act->weaponsel->type*/ gun == GUN_SNIPER) audiomgr.playsound(S_HEADSHOT, SP_LOW);
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addgib(pl);
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}
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