]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_machinegun.qc
De-stringify particle effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_machinegun.qc
index cb87ad0725aa97b9f91a8ea6c63464b58c89dc5a..da1eb33a6046cf30fdda57a2a1d7d1de698ba60a 100644 (file)
@@ -119,7 +119,7 @@ void W_MachineGun_Attack(int deathtype)
        else
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
 
-       Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
@@ -192,7 +192,7 @@ void W_MachineGun_Attack_Auto(void)
 
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
 
-       Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
@@ -215,7 +215,7 @@ void W_MachineGun_Attack_Burst(void)
 
        fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
 
-       Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
@@ -378,7 +378,7 @@ bool W_MachineGun(int req)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
+                       pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
                        if(!w_issilent)
                                if(w_random < 0.05)
                                        sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTN_NORM);