entity proj;
vector kick;
- spamsound(self, CH_SHOTS, "weapons/fireball_fire.wav", VOL_BASE, ATTEN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound("fireball_fire"), VOL_BASE, ATTEN_NORM);
proj = spawn ();
proj.owner = self.owner;
default: expef = "nade_neutral_explode"; break;
}
Send_Effect(expef, self.origin + '0 0 1', '0 0 0', 1);
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
Send_Effect(expef, findbetterlocation(self.origin, 8), '0 0 0', 1);
sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
self.event_damage = func_null; // prevent somehow calling damage in the next call
//UpdateCSQCProjectile(self);
if(self.health == self.max_health)
{
- spamsound(self, CH_SHOTS, strcat("weapons/grenade_bounce", ftos(1 + rint(random() * 5)), ".wav"), VOL_BASE, ATTEN_NORM);
+ spamsound(self, CH_SHOTS, W_Sound(strcat("grenade_bounce", ftos(1 + rint(random() * 5)))), VOL_BASE, ATTEN_NORM);
return;
}
offset = '0 0 0';
setorigin(_nade, w_shotorg + offset + (v_right * 25) * -1);
- //setmodel(_nade, "models/weapons/v_ok_grenade.md3");
+ //setmodel(_nade, W_Model("v_ok_grenade.md3"));
//setattachment(_nade, world, "");
PROJECTILE_MAKETRIGGER(_nade);
setsize(_nade, '-16 -16 -16', '16 16 16');
n.nade_type = bound(1, n.nade_type, NADES_COUNT);
- setmodel(n, "models/weapons/v_ok_grenade.md3");
+ setmodel(n, W_Model("v_ok_grenade.md3"));
//setattachment(n, self, "bip01 l hand");
n.exteriormodeltoclient = self;
n.customizeentityforclient = nade_customize;
n.nextthink = max(n.wait - 3, time);
n.projectiledeathtype = DEATH_NADE;
- setmodel(fn, "models/weapons/h_ok_grenade.iqm");
+ setmodel(fn, W_Model("h_ok_grenade.iqm"));
setattachment(fn, self.weaponentity, "");
fn.realowner = fn.owner = self;
fn.colormod = NADES[n.nade_type].m_color;
addstat(STAT_HEALING_ORB_ALPHA, AS_FLOAT, stat_healing_orb_alpha);
precache_model("models/ok_nade_counter/ok_nade_counter.md3");
- precache_model("models/weapons/h_ok_grenade.iqm");
- precache_model("models/weapons/v_ok_grenade.md3");
+ precache_model(W_Model("h_ok_grenade.iqm"));
+ precache_model(W_Model("v_ok_grenade.md3"));
precache_model("models/ctf/shield.md3");
- precache_sound("weapons/rocket_impact.wav");
- precache_sound("weapons/grenade_bounce1.wav");
- precache_sound("weapons/grenade_bounce2.wav");
- precache_sound("weapons/grenade_bounce3.wav");
- precache_sound("weapons/grenade_bounce4.wav");
- precache_sound("weapons/grenade_bounce5.wav");
- precache_sound("weapons/grenade_bounce6.wav");
+ precache_sound(W_Sound("rocket_impact"));
+ precache_sound(W_Sound("grenade_bounce1"));
+ precache_sound(W_Sound("grenade_bounce2"));
+ precache_sound(W_Sound("grenade_bounce3"));
+ precache_sound(W_Sound("grenade_bounce4"));
+ precache_sound(W_Sound("grenade_bounce5"));
+ precache_sound(W_Sound("grenade_bounce6"));
precache_sound("overkill/grenadebip.ogg");
}