Здраствуйте товарищ Yorg!

File grenade_frag.cpp

void CGrenadeFrag::Spawn( void )
{
        Precache( );

        SetModel( GRENADE_MODEL );

        if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() )
        {
                m_flDamage              = sk_plr_dmg_fraggrenade.GetFloat();
                m_DmgRadius             = sk_fraggrenade_radius.GetFloat();
        }
        else
        {
                m_flDamage              = sk_npc_dmg_fraggrenade.GetFloat();
                m_DmgRadius             = sk_fraggrenade_radius.GetFloat();
        }

        m_takedamage    = DAMAGE_YES;
        m_iHealth               = 1;

        SetSize( -Vector(4,4,4), Vector(4,4,4) );
        SetCollisionGroup( COLLISION_GROUP_WEAPON );
        CreateVPhysics();

        CreateEffects();
        ////////////////////////////////////////////////////////////////////
        BlipSound();//  first bleep!!!
        ////////////////////////////////////////////////////////////////////
        m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FREQUENCY;

        AddSolidFlags( FSOLID_NOT_STANDABLE );

        m_combineSpawned        = false;
        m_punted                        = false;

        BaseClass::Spawn();
}


Friday, August 1, 2008, 5:13:52 PM, you wrote:

YK> I think I'm just gonna leave explosion as is for a while, changed my
YK> focus on the bleeping of the grenade before it explodes

YK> I found already how to change it but my sound cant play correctly 
YK> because its about 5 seconds long and it tries to bleep after less then a
YK> second again so the soundfile cant play. However what I noticed is that
YK> the same/roughly the same bleeping sound is made right after the grenade
YK> is thrown.
YK> So what I want to do is leave the bleeping for my holygrenade with a
YK> null.wav, which I already did so the quick bleeps are gone, now I want
YK> the replace the first starting bleep with my holycountdown sound which
YK> sound then play correctly.

YK> However! I can't find what causes it to play that first bleep!!!!
YK> I searched around with the search function in the code, looked around
YK> some area's where it should be like in functions determining what to do
YK> when grenade is thrown but nothing is there relating to that first bleep
YK> sound!

YK> anybody have an idea where to find the location it starts that first
YK> bleep sound right after the throw?

YK> _______________________________________________
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