bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
- W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
+ W_SetupShot(self, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
// handle sound separately so we can change the volume
// added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
Weapon w = PS(self).m_weapon;
PS(self).m_weapon = WEP_ELECTRO;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
PS(self).m_weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
Weapon w = PS(self).m_weapon;
PS(self).m_weapon = WEP_ELECTRO;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
PS(self).m_weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
else
used_ammo = vaporizer_ammo;
- W_Reload(self, used_ammo, SND(RELOAD));
+ W_Reload(self, used_ammo, SND_RELOAD);
}
METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
{