SOUND(GRENADE_BOUNCE5, W_Sound("grenade_bounce5"));
SOUND(GRENADE_BOUNCE6, W_Sound("grenade_bounce6"));
Sound SND_GRENADE_BOUNCE_RANDOM() {
- return Sounds_from(SND_GRENADE_BOUNCE1.m_id + rint(random() * 5));
+ return REGISTRY_GET(Sounds, SND_GRENADE_BOUNCE1.m_id + rint(random() * 5));
}
SOUND(GRENADE_FIRE, W_Sound("grenade_fire"));
SOUND(GRENADE_IMPACT, W_Sound("grenade_impact"));
SOUND(HAGEXP2, W_Sound("hagexp2"));
SOUND(HAGEXP3, W_Sound("hagexp3"));
Sound SND_HAGEXP_RANDOM() {
- return Sounds_from(SND_HAGEXP1.m_id + rint(random() * 2));
+ return REGISTRY_GET(Sounds, SND_HAGEXP1.m_id + rint(random() * 2));
}
SOUND(HOOKBOMB_FIRE, W_Sound("hookbomb_fire"));
SOUND(NEXWHOOSH2, W_Sound("nexwhoosh2"));
SOUND(NEXWHOOSH3, W_Sound("nexwhoosh3"));
Sound SND_NEXWHOOSH_RANDOM() {
- return Sounds_from(SND_NEXWHOOSH1.m_id + rint(random() * 2));
+ return REGISTRY_GET(Sounds, SND_NEXWHOOSH1.m_id + rint(random() * 2));
}
SOUND(RELOAD, W_Sound("reload")); // until weapons have individual reload sounds, precache the reload sound here
SOUND(RIC2, W_Sound("ric2"));
SOUND(RIC3, W_Sound("ric3"));
Sound SND_RIC_RANDOM() {
- return Sounds_from(SND_RIC1.m_id + rint(random() * 2));
+ return REGISTRY_GET(Sounds, SND_RIC1.m_id + rint(random() * 2));
}
SOUND(ROCKET_DET, W_Sound("rocket_det"));
SOUND(GIB_SPLAT03, "misc/gib_splat03");
SOUND(GIB_SPLAT04, "misc/gib_splat04");
Sound SND_GIB_SPLAT_RANDOM() {
- return Sounds_from(SND_GIB_SPLAT01.m_id + floor(prandom() * 4));
+ return REGISTRY_GET(Sounds, SND_GIB_SPLAT01.m_id + floor(prandom() * 4));
}
SOUND(HIT, "misc/hit");