#include "../common/stats.qh"
#include "../common/triggers/target/music.qh"
#include "../common/teams.qh"
#include "../common/stats.qh"
#include "../common/triggers/target/music.qh"
#include "../common/teams.qh"
{
vector p, dir, ang, q, nextdir;
float portal_number, portal1_idx;
{
vector p, dir, ang, q, nextdir;
float portal_number, portal1_idx;
// todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
// todo: normalize sound pressure levels? seems unnecessary
// todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
// todo: normalize sound pressure levels? seems unnecessary
- sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+ sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
float typehit_time = getstatf(STAT_TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
float typehit_time = getstatf(STAT_TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
- sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+ sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
- WITH(entity, self, e, e.draw());
+ WITH(entity, self, e, e.draw(e));
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
- WITH(entity, self, e, e.draw2d());
+ WITH(entity, self, e, e.draw2d(e));