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use all 50 reaction kill sounds, instead of only 3 #382

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2 changes: 1 addition & 1 deletion source/cgame/cg_events.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1797,7 +1797,7 @@ static void CG_FirePlayerStateEvents( void )
reactionKillsDelay += cg.realFrameTime * 1000;

if( reactionKillsDelay > cg_reactionKillsTimeout->integer ){
CG_SexedSound( cg.view.POVent, CHAN_ANNOUNCER, va( S_PLAYER_RKILL_1_to_2, ( 1+rand()%3 ) ),
CG_SexedSound( cg.view.POVent, CHAN_ANNOUNCER, va( S_PLAYER_RKILL_1_to_50, ( 1+rand()%50 ) ),
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shouldn't this be 51?

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the reaction kills used 3 voice lines, not 2 like it says so i guess whoever implemented them first didn't do it correctly 🤷

cg_volume_voicechats->value, 1.0f );
reactionKillsDelay = 0.0f; // reset back to 0
}
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2 changes: 1 addition & 1 deletion source/cgame/cg_players.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ static const char *cg_defaultSexedSounds[] =
"*wj_1", "*wj_2",
"*dash_1", "*dash_2",
"*taunt",
"*rkill_1", "*rkill_2",
"*rkill_1", "*rkill_2", "*rkill_3", "*rkill_4", "*rkill_5", "*rkill_6", "*rkill_7", "*rkill_8", "*rkill_9", "*rkill_10", "*rkill_11", "*rkill_12", "*rkill_13", "*rkill_14", "*rkill_15", "*rkill_16", "*rkill_17", "*rkill_18", "*rkill_19", "*rkill_20", "*rkill_21", "*rkill_22", "*rkill_23", "*rkill_24", "*rkill_25", "*rkill_26", "*rkill_27", "*rkill_28", "*rkill_29", "*rkill_30", "*rkill_31", "*rkill_32", "*rkill_33", "*rkill_34", "*rkill_35", "*rkill_36", "*rkill_37", "*rkill_38", "*rkill_39", "*rkill_40", "*rkill_41", "*rkill_42", "*rkill_43", "*rkill_44", "*rkill_45", "*rkill_46", "*rkill_47", "*rkill_48", "*rkill_49", "*rkill_50",
NULL
};

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2 changes: 1 addition & 1 deletion source/gameshared/gs_qrespath.h
Original file line number Diff line number Diff line change
Expand Up @@ -323,7 +323,7 @@ extern "C" {
#define S_PLAYER_JUMP_1_to_4 "*jump_%i" // player jump
#define S_PLAYER_WALLJUMP_1_to_2 "*wj_%i" // player walljump
#define S_PLAYER_DASH_1_to_2 "*dash_%i" // player dash
#define S_PLAYER_RKILL_1_to_2 "*rkill_%i" // player reaction kill
#define S_PLAYER_RKILL_1_to_50 "*rkill_%i" // player reaction kill

//#define S_PLAYER_FALL_0_to_3 "*fall_%i" // player fall (height)
#define S_PLAYER_FALL0_1_to_2 "*fall_0_%i" // player fall0 (variant)
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