Gun sound fixes (#8592)
This commit is contained in:
@@ -242,11 +242,8 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
return;
|
||||
}
|
||||
|
||||
// Shoot confirmed
|
||||
// Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
|
||||
Shoot(gun, ev.Ammo, fromCoordinates, toCoordinates.Value, user);
|
||||
|
||||
// Predicted sound moment
|
||||
PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user);
|
||||
Dirty(gun);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user