mydmg *= charge;
myforce *= charge;
- W_SetupShot(self, true, 5, W_Sound("nexfire"), CH_WEAPON_A, mydmg);
+ W_SetupShot(self, true, 5, SND(NEXFIRE), CH_WEAPON_A, mydmg);
if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
{
- sound(self, CH_WEAPON_B, W_Sound("nexcharge"), VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+ sound(self, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
}
case WR_INIT:
{
- precache_sound(W_Sound("nexfire"));
- precache_sound(W_Sound("nexcharge"));
- precache_sound(W_Sound("nexwhoosh1"));
- precache_sound(W_Sound("nexwhoosh2"));
- precache_sound(W_Sound("nexwhoosh3"));
VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), W_Sound("reload"));
+ W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
return true;
}
case WR_SUICIDEMESSAGE:
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound(W_Sound("neximpact"));
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");