if(IS_REAL_CLIENT(other))
{
- play2(other, "onslaught/damageblockedbyshield.wav");
+ play2(other, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
if(self.enemy.classname == "onslaught_generator")
Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
if (time > self.pain_finished)
if (IS_PLAYER(attacker))
{
- play2(attacker, "onslaught/damageblockedbyshield.wav");
+ play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
self.pain_finished = time + 1;
attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
}
if(IS_PLAYER(attacker))
if(time - ons_notification_time[self.team] > 10)
{
- play2team(self.team, "onslaught/controlpoint_underattack.wav");
+ play2team(self.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
ons_notification_time[self.team] = time;
}
pointparticles(particleeffectnum(EFFECT_SPARKS), hitloc, force*-1, 1);
//sound on every hit
if (random() < 0.5)
- sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTEN_NORM);
+ sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
else
- sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTEN_NORM);
+ sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
if (self.health < 0)
{
- sound(self, CH_TRIGGER, W_Sound("grenade_impact"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), self.origin, '0 0 0', 1);
Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_CPDESTROYED_), self.owner.message, attacker.netname);
Send_Effect(EFFECT_ELECTRIC_SPARKS, self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
if(random() > 0.8)
- sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
else if (random() > 0.5)
- sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
}
}
self.health = self.max_health;
self.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
self.think = ons_ControlPoint_Icon_Think;
- sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
self.owner.iscaptured = true;
self.solid = SOLID_BBOX;
e.colormap = 1024 + (e.team - 1) * 17;
e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
- sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTEN_NORM);
+ sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
cp.goalentity = e;
cp.team = e.team;
if (time > self.pain_finished)
if (IS_PLAYER(attacker))
{
- play2(attacker, "onslaught/damageblockedbyshield.wav");
+ play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
attacker.typehitsound += 1;
self.pain_finished = time + 1;
}
self.pain_finished = time + 10;
entity head;
FOR_EACH_REALPLAYER(head) if(SAME_TEAM(head, self)) { Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK); }
- play2team(self.team, "onslaught/generator_underattack.wav");
+ play2team(self.team, SND(ONS_GENERATOR_UNDERATTACK));
}
}
self.health = self.health - damage;
// Throw some flaming gibs on damage, more damage = more chance for gib
if(random() < damage/220)
{
- sound(self, CH_TRIGGER, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
}
else
{
//sound on every hit
if (random() < 0.5)
- sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
else
- sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
}
self.SendFlags |= GSF_STATUS;
if(SAME_TEAM(e, self))
{
Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
- soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
+ soundto(MSG_ONE, e, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
}
else
Send_Notification(NOTIF_ONE, e, MSG_CENTER, APP_TEAM_NUM_4(self.team, CENTER_ONS_NOTSHIELDED_));
if (!wpforenemy_announced)
{
Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
- sound(world, CH_INFO, "onslaught/generator_decay.wav", VOL_BASE, ATTEN_NONE);
+ sound(world, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
wpforenemy_announced = true;
}
ons_stalemate = false;
- play2all(sprintf("ctf/%s_capture.wav", Static_Team_ColorName_Lower(winner_team)));
+ play2all(SND(CTF_CAPTURE(Static_Team_ColorName_Lower(winner_team))));
round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
if ( tele_effects )
{
Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
- sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTEN_NORM);
+ sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
}
setorigin(player, loc);
player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );