/* rating */ BOT_PICKUP_RATING_HIGH,
/* color */ '1 1 1',
/* modelname */ "arc",
+/* model */ MDL_ARC_ITEM,
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairhlac 0.7",
/* wepimg */ "weaponarc",
{
Send_Effect_("arc_overheat",
self.beam_start, self.beam_wantdir, 1 );
- sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
}
}
if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
setself(self.owner);
- if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+ if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
// only play fire sound if 1 sec has passed since player let go the fire button
if(time - self.beam_prev > 1)
- sound(self, CH_WEAPON_A, W_Sound("arc_fire"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
entity beam = self.arc_beam = spawn();
beam.classname = "W_Arc_Beam";
if ( !self.arc_smoke_sound )
{
self.arc_smoke_sound = 1;
- sound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop_overheat"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
}
}
}
!( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
{
self.arc_smoke_sound = 0;
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
}
-bool W_Arc(int req)
+bool W_Arc(entity thiswep, int req)
{SELFPARAM();
switch(req)
{
if(self.arc_BUTTON_ATCK_prev != 0)
{
- sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
}
void Remove_ArcBeam(void)
{SELFPARAM();
remove(self.beam_muzzleentity);
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
void Ent_ReadArcBeam(float isnew)
self.draw = Draw_ArcBeam;
self.entremove = Remove_ArcBeam;
self.move_time = time;
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
flash = spawn();
flash.owner = self;
}
}
-bool W_Arc(int req)
+bool W_Arc(entity thiswep, int req)
{SELFPARAM();
switch(req)
{