I know the different between view model and world model/weapon and grenade
anyway as it is with the ticking, I could do that for some grenades, but 
currently one of the grenades doesn't apply ticking, thought I may 
change it anyway to something more "ticking" like so then I could do it 
I guess, but what if future grenades will have countdown timers that 
can't go with ticking?(and believe me there'll be ALOT more grenades:P) 
Anyway though there may not be so maybe I shouldn't worry about it for 
now..

Ah well I guess I'll change the countdown files into small repeatable 
tickings sounds.
Silly that I didn't give that a second thought after Plan A failed :P

Thanks for reminding me about that.

David Shaw wrote:
> The grenade held in your hand is not the grenade you throw.  The one in your
> hand will be a view model and the one thrown is a world model.  So what you
> need to look at doing is calling a short tick sound at intervals when you
> have the grenade in your hand so you get the tick tick tick sound.  When
> your current weapon is not the grenade then don't do the tick.
>
> When the grenade is thrown a sound is created already, look in void
> CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer ) for  WeaponSound( SINGLE
> ); so you don't have to worry about that part
>
> Hope that helps
>
> David

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