Yup that would happen.
Here's the culprit too...
Code:
// Increase charging while holding down button.
if(spins==0 && charging<magiccharge)
charging++;
// Once a charging threshold is reached, play the sound.
if(charging==normalcharge)
{
paymagiccost(itemid);
sfx(WAV_ZN1CHARGE,pan(int(x)));
}
else
{
itemid = current_item_id(attack==wHammer ? itype_quakescroll2 : itype_spinscroll2);
if(itemid>-1 && charging==magiccharge && checkmagiccost(itemid))
{
paymagiccost(itemid);
charging++; // charging>magiccharge signifies a successful supercharge.
sfx(WAV_ZN1CHARGE2,pan(int(x)));
}
}