if(self.silent)
return;
- sound(e, ch, samp, vol, attn);
+ _sound(e, ch, samp, vol, attn);
e.snd_looping = ch;
}
{
case PROJECTILE_ELECTRO:
// only new engines support sound moving with object
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("electro_fly"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
self.mins = '0 0 -4';
self.maxs = '0 0 -4';
self.move_movetype = MOVETYPE_BOUNCE;
break;
case PROJECTILE_RPC:
case PROJECTILE_ROCKET:
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("rocket_fly"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
self.mins = '-3 -3 -3';
self.maxs = '3 3 3';
break;
break;
case PROJECTILE_NAPALM_FOUNTAIN:
case PROJECTILE_FIREBALL:
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("fireball_fly2"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
self.mins = '-16 -16 -16';
self.maxs = '16 16 16';
break;
case PROJECTILE_FIREMINE:
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("fireball_fly"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
self.move_movetype = MOVETYPE_BOUNCE;
self.move_touch = func_null;
self.mins = '-4 -4 -4';
self.maxs = '2 2 2';
break;
case PROJECTILE_SEEKER:
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("tag_rocket_fly"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
self.mins = '-4 -4 -4';
self.maxs = '4 4 4';
break;
case PROJECTILE_RAPTORCANNON:
break;
case PROJECTILE_SPIDERROCKET:
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("tag_rocket_fly"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
break;
case PROJECTILE_WAKIROCKET:
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("tag_rocket_fly"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
break;
/*
case PROJECTILE_WAKICANNON:
break;
case PROJECTILE_BUMBLE_GUN:
// only new engines support sound moving with object
- loopsound(self, CH_SHOTS_SINGLE, W_Sound("electro_fly"), VOL_BASE, ATTEN_NORM);
+ loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
self.mins = '0 0 -4';
self.maxs = '0 0 -4';
self.move_movetype = MOVETYPE_BOUNCE;