Actually, it looks way better to cycle empty than to wait until the chamber is cleared by reloading (especially since the spent casing doesn't reflect the difference!)

This commit is contained in:
George Paton 2024-02-26 15:03:33 +11:00
parent 7d6bca6d67
commit 9a93570086
4 changed files with 1 additions and 3 deletions

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@ -82,7 +82,6 @@ public class GunGrenadeFactory {
config.allowsInfinity = true;
config.crosshair = Crosshair.L_CIRCUMFLEX;
config.firingSound = "hbm:weapon.glShoot";
config.firingSoundEmpty = "hbm:weapon.glShootEmpty";
config.reloadSound = GunConfiguration.RSOUND_GRENADE_NEW;
config.reloadSoundEnd = false;

File diff suppressed because one or more lines are too long

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@ -207,7 +207,6 @@
"weapon.coilgunShoot": {"category": "player", "sounds": [{"name": "weapon/coilgunShoot", "stream": false}]},
"weapon.glReload": {"category": "player", "sounds": [{"name": "weapon/glReload", "stream": false}]},
"weapon.glShoot": {"category": "player", "sounds": [{"name": "weapon/glShoot", "stream": false}]},
"weapon.glShootEmpty": {"category": "player", "sounds": [{"name": "weapon/glShootEmpty", "stream": false}]},
"weapon.44Shoot": {"category": "player", "sounds": [{"name": "weapon/44Shoot", "stream": false}]},
"weapon.trainImpact": {"category": "player", "sounds": [{"name": "weapon/trainImpact", "stream": false}]},