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Oh, okay, after further play I realized that the reason it's not there and the reason I only just noticed it is because A) you integrated the closing sound into the loading sound and made the close sound silent, and B) I was layering some Doom 64/PSX sounds over it for some spooky times. Welp! Serves me for opening my mouth before fiddling around more, lel.

Did you know a_closeshotgun2 will function correctly (IE calling refire while playing the sound at the same time) if used on the rocketlauncher, but not on the SSG? Fuckin computers, man.