void W_MachineGun_Attack(int deathtype)
{SELFPARAM();
- W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+ W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
void W_MachineGun_Attack_Burst(void)
{SELFPARAM();
- W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
}
case WR_RELOAD:
{
- W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), W_Sound("reload"));
+ W_Reload(min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
return true;
}
case WR_SUICIDEMESSAGE:
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);
+ sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
else if(w_random < 0.1)
- sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
else if(w_random < 0.2)
- sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
return true;
}