vector o;
float n;
- W_SetupShot(self, false, 2, "", 0, WEP_CVAR(tuba, damage));
+ W_SetupShot(self, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage));
n = W_Tuba_GetNote(self, hittype);
break;
}
tuba_instrument_send(actor, actor.tuba_instrument);
- W_SetupShot(actor, false, 0, "", 0, 0);
+ W_SetupShot(actor, false, 0, SND_Null, 0, 0);
Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
actor.(weaponentity).state = WS_INUSE;
weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready);