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authorTim Angus <tim@ngus.net>2003-08-13 03:21:41 +0000
committerTim Angus <tim@ngus.net>2003-08-13 03:21:41 +0000
commit80de4f4d3406bf9af27dcd297f6bedb776b1fa18 (patch)
treec384e5633189305c46a94cdc094ae8befc34b447 /src/cgame/cg_event.c
parent9cbbda861caa3d4a61a049e4c33bf873d87f50d7 (diff)
* Sound is now played upon recharging weapons from the reactor/repeater
Diffstat (limited to 'src/cgame/cg_event.c')
-rw-r--r--src/cgame/cg_event.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 10e1dcd1..93dcca1d 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -609,6 +609,11 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
cent->buildableAnim = es->eventParm;
break;
+ case EV_RPTUSE_SOUND:
+ DEBUGNAME( "EV_RPTUSE_SOUND" );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound );
+ break;
+
case EV_GRENADE_BOUNCE:
DEBUGNAME( "EV_GRENADE_BOUNCE" );
if( rand( ) & 1 )