if(!self.count)
{
- Send_Effect("rocket_guide", self.origin, self.velocity, 1);
+ Send_Effect(EFFECT_ROCKET_GUIDE, self.origin, self.velocity, 1);
// TODO add a better sound here
sound(self.realowner, CH_WEAPON_B, W_Sound("rocket_mode"), VOL_BASE, ATTN_NORM);
self.count = 1;
W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, W_Sound("rocket_fire"), CH_WEAPON_A, WEP_CVAR(devastator, damage));
- Send_Effect("rocketlauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.owner = missile.realowner = self;
{
vector org2;
org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTN_NORM);