]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Propagate sound references
authorTimePath <andrew.hardaker1995@gmail.com>
Tue, 22 Mar 2016 06:36:31 +0000 (17:36 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Tue, 22 Mar 2016 06:36:31 +0000 (17:36 +1100)
54 files changed:
qcsrc/common/gamemodes/gamemode/nexball/nexball.qc
qcsrc/common/monsters/monster/mage.qc
qcsrc/common/monsters/monster/spider.qc
qcsrc/common/monsters/monster/wyvern.qc
qcsrc/common/mutators/mutator/instagib/instagib.qc
qcsrc/common/mutators/mutator/nades/nades.qc
qcsrc/common/mutators/mutator/overkill/hmg.qc
qcsrc/common/mutators/mutator/overkill/rpc.qc
qcsrc/common/turrets/sv_turrets.qc
qcsrc/common/turrets/sv_turrets.qh
qcsrc/common/turrets/turret/ewheel_weapon.qc
qcsrc/common/turrets/turret/flac_weapon.qc
qcsrc/common/turrets/turret/hellion_weapon.qc
qcsrc/common/turrets/turret/hk_weapon.qc
qcsrc/common/turrets/turret/machinegun_weapon.qc
qcsrc/common/turrets/turret/mlrs_weapon.qc
qcsrc/common/turrets/turret/phaser_weapon.qc
qcsrc/common/turrets/turret/plasma_weapon.qc
qcsrc/common/turrets/turret/tesla_weapon.qc
qcsrc/common/turrets/turret/walker_weapon.qc
qcsrc/common/vehicles/cl_vehicles.qc
qcsrc/common/vehicles/sv_vehicles.qc
qcsrc/common/vehicles/vehicle/bumblebee_weapons.qc
qcsrc/common/vehicles/vehicle/racer_weapon.qc
qcsrc/common/vehicles/vehicle/raptor_weapons.qc
qcsrc/common/vehicles/vehicle/spiderbot_weapons.qc
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/common/weapons/weapon/electro.qc
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/hook.qc
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/common/weapons/weapon/mortar.qc
qcsrc/common/weapons/weapon/porto.qc
qcsrc/common/weapons/weapon/rifle.qc
qcsrc/common/weapons/weapon/seeker.qc
qcsrc/common/weapons/weapon/shockwave.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/tuba.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/common/weapons/weapon/vortex.qc
qcsrc/server/cheats.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_client.qh
qcsrc/server/mutators/mutator/gamemode_domination.qc
qcsrc/server/weapons/tracing.qc
qcsrc/server/weapons/tracing.qh
qcsrc/server/weapons/weaponsystem.qc
qcsrc/server/weapons/weaponsystem.qh

index bea1b7b6fc9c5ab5ec674cd36027aaee1a8f2e1b..cb856ff133fd773b7ec9d05eae75ae08edbcfaec 100644 (file)
@@ -755,7 +755,7 @@ void W_Nexball_Attack(float t)
        if(!(ball = self.ballcarried))
                return;
 
-       W_SetupShot(self, false, 4, SND(NB_SHOOT1), CH_WEAPON_A, 0);
+       W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
        tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
        if(trace_startsolid)
        {
@@ -791,7 +791,7 @@ void W_Nexball_Attack2()
        if(self.ballcarried.enemy)
        {
                entity _ball = self.ballcarried;
-               W_SetupShot(self, false, 4, SND(NB_SHOOT1), CH_WEAPON_A, 0);
+               W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
                DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
                _ball.think = W_Nexball_Think;
                _ball.nextthink = time;
@@ -801,7 +801,7 @@ void W_Nexball_Attack2()
        if(!autocvar_g_nexball_tackling)
                return;
 
-       W_SetupShot(self, false, 2, SND(NB_SHOOT2), CH_WEAPON_A, 0);
+       W_SetupShot(self, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
        entity missile = new(ballstealer);
 
        missile.owner = self;
index fcac1e4091434e898821c9cc350e8c7d3695e372..c67729ee1ef7a0bf3cbf2795660119a2818af7ac 100644 (file)
@@ -49,7 +49,7 @@ METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weapon
     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
         if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
         actor.enemy = Monster_FindTarget(actor);
-        W_SetupShot_Dir(actor, v_forward, false, 0, SND(MageSpike_FIRE), CH_WEAPON_B, 0);
+        W_SetupShot_Dir(actor, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0);
        if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
         M_Mage_Attack_Spike(actor, w_shotdir);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
index d85b855356a5d6fe580118f66a6494da4411c6d7..defa719df559795140016b23b34be56ec7902769 100644 (file)
@@ -101,7 +101,7 @@ METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity
                        actor.anim_finished = time + 1;
                }
         if (isPlayer) actor.enemy = Monster_FindTarget(actor);
-        W_SetupShot_Dir(actor, v_forward, false, 0, SND(SpiderAttack_FIRE), CH_WEAPON_B, 0);
+        W_SetupShot_Dir(actor, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0);
        if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
                M_Spider_Attack_Web(actor);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
index f6e9c1306effa86fc3d162a0652adfa888e60f72..1adf8f84c85af71053b4d98cbf2e39ceaf7170c1 100644 (file)
@@ -54,7 +54,7 @@ METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity
     TC(WyvernAttack, thiswep);
     if (fire & 1)
     if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) {
-        if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, v_forward, false, 0, SND(WyvernAttack_FIRE), CH_WEAPON_B, 0);
+        if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0);
                if (IS_MONSTER(actor)) {
                        actor.attack_finished_single[0] = time + 1.2;
                        actor.anim_finished = time + 1.2;
index 33773131a9911f1732244f92c2c48f4f576eb68b..69bc4b7b9931274e697b9824652bec5854be99be 100644 (file)
@@ -198,7 +198,7 @@ MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
 
        if (self.items & ITEM_Invisibility.m_itemid)
        {
-               play_countdown(self.strength_finished, SND(POWEROFF));
+               play_countdown(self.strength_finished, SND_POWEROFF);
                if (time > self.strength_finished)
                {
                        self.alpha = default_player_alpha;
@@ -221,7 +221,7 @@ MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerPowerups)
 
        if (self.items & ITEM_Speed.m_itemid)
        {
-               play_countdown(self.invincible_finished, SND(POWEROFF));
+               play_countdown(self.invincible_finished, SND_POWEROFF);
                if (time > self.invincible_finished)
                {
                        self.items &= ~ITEM_Speed.m_itemid;
index 16a435dd17339875072602fff898b02a58128f68..1a82c28a6e421e0abf2e1f8980245f6600ec324f 100644 (file)
@@ -820,7 +820,7 @@ void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
 
        makevectors(e.v_angle);
 
-       W_SetupShot(e, false, false, "", CH_WEAPON_A, 0);
+       W_SetupShot(e, false, false, SND_Null, CH_WEAPON_A, 0);
 
        Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER, CPID_NADES);
 
index 30473e09b8e71365a11db5561a196ade8e285534..46f79ccc4a798e042b96a55945111afca95d620c 100644 (file)
@@ -72,7 +72,7 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
 
        W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
 
-       W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
+       W_SetupShot (actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
 
        if(!autocvar_g_norecoil)
        {
@@ -143,7 +143,7 @@ METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
 
 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
+    W_Reload(self, WEP_CVAR(hmg, ammo), SND_RELOAD);
 }
 
 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
index 50362a1de856c7f9faebe31e61e303ffad5fb796..90af86d5891e7b3c23fb53da7b1aeb6eb7a66927 100644 (file)
@@ -111,7 +111,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep)
        entity flash = spawn ();
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
+       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
        PROJECTILE_MAKETRIGGER(missile);
 
@@ -191,7 +191,7 @@ METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
 
 METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
+    W_Reload(self, WEP_CVAR(rpc, ammo), SND_RELOAD);
 }
 
 METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
index fec1e885f1e0cce7d1b5c3fac6ad2fdb48372336..853c3cb924af5757b03357d608b0b801fad7f4ca 100644 (file)
@@ -458,11 +458,12 @@ void turret_projectile_damage(entity this, entity inflictor, entity attacker, fl
                WITH(entity, self, this, W_PrepareExplosionByDamage(this.owner, turret_projectile_explode));
 }
 
-entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
+entity turret_projectile(Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
 {SELFPARAM();
+    TC(Sound, _snd);
        entity proj;
 
-       _sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
+       sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
        proj                             = spawn ();
        setorigin(proj, self.tur_shotorg);
        setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
index 2d5a5f5f9d00526e67b110d8f9849a42a203efb2..622f2360f7d0aec8fd6ad109129a04e98972ffa8 100644 (file)
@@ -1,7 +1,7 @@
 #ifndef SV_TURRETS_H
 #define SV_TURRETS_H
 
-entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim);
+entity turret_projectile(Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim);
 void turret_projectile_explode();
 float turret_validate_target(entity e_turret, entity e_target, float validate_flags);
 float turret_firecheck();
index e7ce7050021ac175bac93a5e8f25bacc4a5cedb2..8f25a7c0832ef57d68abbe2df189504ffa61bb6f 100644 (file)
@@ -23,7 +23,7 @@ METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weapon
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(EWheelAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
@@ -32,7 +32,7 @@ METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weapon
 
         turret_do_updates(actor);
 
-        entity missile = turret_projectile(SND(LASERGUN_FIRE), 1, 0, DEATH_TURRET_EWHEEL.m_id, PROJECTILE_BLASTER, true, true);
+        entity missile = turret_projectile(SND_LASERGUN_FIRE, 1, 0, DEATH_TURRET_EWHEEL.m_id, PROJECTILE_BLASTER, true, true);
         missile.missile_flags = MIF_SPLASH;
 
         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
index f4bc70ccc1853acf8d2d381a2941c026e6e5ac61..85eccb6e15f8ed1d4115729e92de9bf8e6f85793 100644 (file)
@@ -23,7 +23,7 @@ METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponen
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(FlacAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
@@ -33,7 +33,7 @@ METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponen
 
         turret_tag_fire_update();
 
-        entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
+        entity proj = turret_projectile(SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
         proj.missile_flags = MIF_SPLASH | MIF_PROXY;
         proj.think       = turret_flac_projectile_think_explode;
         proj.nextthink  = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
index 0b118be1364e74cef956fe16448f940e47fe6faf..99029cd1ef75c22e2de7df64f49b940f49901a78 100644 (file)
@@ -26,7 +26,7 @@ METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weapo
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(HellionAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
@@ -40,7 +40,7 @@ METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weapo
                 actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2"));
         }
 
-        entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
+        entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
         te_explosion (missile.origin);
         missile.think          = turret_hellion_missile_think;
         missile.nextthink      = time;
index 5060e577238abd5048ea7dedb5cf389705b1dd60..91d138ee0de23c6d2765c1b997fb4652136cd6dc 100644 (file)
@@ -31,13 +31,13 @@ METHOD(HunterKillerAttack, wr_think, void(entity thiswep, entity actor, .entity
        if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
                if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(HunterKillerAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_HunterKillerAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
-        entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HK.m_id, PROJECTILE_ROCKET, false, false);
+        entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HK.m_id, PROJECTILE_ROCKET, false, false);
         te_explosion (missile.origin);
 
         missile.think = turret_hk_missile_think;
index 7bd8b4086890ac2c65433cfe17358afb5f3a8db1..29c1c1ae96e2168f80a0619f0968ced3db4bf887 100644 (file)
@@ -24,7 +24,7 @@ METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .ent
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(MachineGunTurretAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
index 864c37cda2784804a5aeeed472e23c950be2868e..592657d857fe77fe82deddd391679f33463ff41e 100644 (file)
@@ -22,7 +22,7 @@ METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity we
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(MLRSTurretAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_MLRSTurretAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
@@ -30,7 +30,7 @@ METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity we
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
         }
         turret_tag_fire_update();
-        entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_MLRS.m_id, PROJECTILE_ROCKET, true, true);
+        entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_MLRS.m_id, PROJECTILE_ROCKET, true, true);
         missile.nextthink = time + max(actor.tur_impacttime,(actor.shot_radius * 2) / actor.shot_speed);
         missile.missile_flags = MIF_SPLASH;
         te_explosion (missile.origin);
index 8c1134eaf0baeb1e7f0fdfbebfaa0cf6212355f8..a82f949adefe04441a8e44dbde0afddf654bc213 100644 (file)
@@ -25,7 +25,7 @@ METHOD(PhaserTurretAttack, wr_think, void(entity thiswep, entity actor, .entity
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(PhaserTurretAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_PhaserTurretAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
index 65e182be387b25781eef23f05f1a166f70ab67d2..eef648448731f5c474a0010afbfa3a85b7355c0c 100644 (file)
@@ -21,13 +21,13 @@ METHOD(PlasmaAttack, wr_think, void(entity thiswep, entity actor, .entity weapon
        if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
                if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(PlasmaAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_PlasmaAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
-        entity missile = turret_projectile(SND(HAGAR_FIRE), 1, 0, DEATH_TURRET_PLASMA.m_id, PROJECTILE_ELECTRO_BEAM, true, true);
+        entity missile = turret_projectile(SND_HAGAR_FIRE, 1, 0, DEATH_TURRET_PLASMA.m_id, PROJECTILE_ELECTRO_BEAM, true, true);
         missile.missile_flags = MIF_SPLASH;
         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
        }
index 7e9108cb423750d3e9fb2a76e4be50c94531e7e5..1c0ed527240c348d13b96d8745d13aa9c7f682e1 100644 (file)
@@ -23,7 +23,7 @@ METHOD(TeslaCoilTurretAttack, wr_think, void(entity thiswep, entity actor, .enti
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(TeslaCoilTurretAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_TeslaCoilTurretAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
index a3150d820d5ab6aaea18c829fabb9ea42ddee072..c1214758d27cdae0135b6234898023bf803d3bd2 100644 (file)
@@ -22,7 +22,7 @@ METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, .entity
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
         if (isPlayer) {
             turret_initparams(actor);
-            W_SetupShot_Dir(actor, v_forward, false, 0, SND(WalkerTurretAttack_FIRE), CH_WEAPON_B, 0);
+            W_SetupShot_Dir(actor, v_forward, false, 0, SND_WalkerTurretAttack_FIRE, CH_WEAPON_B, 0);
             actor.tur_shotdir_updated = w_shotdir;
             actor.tur_shotorg = w_shotorg;
             actor.tur_head = actor;
index a3c07a03ddbcb61f0c283f5c702d660852a3a508..72334b100840ea0c24402c2fb401a6b68e120c2a 100644 (file)
@@ -18,12 +18,13 @@ entity AuxiliaryXhair[MAX_AXH];
 float alarm1time;
 float alarm2time;
 
-void vehicle_alarm(entity e, int ch, string s0und)
+void vehicle_alarm(entity e, int ch, Sound s0und)
 {
+    TC(Sound, s0und);
        if(!autocvar_cl_vehicles_alarm)
                return;
 
-       _sound(e, ch, s0und, VOL_BASEVOICE, ATTEN_NONE);
+       sound(e, ch, s0und, VOL_BASEVOICE, ATTEN_NONE);
 }
 
 void AuxiliaryXhair_Draw2D(entity this)
@@ -231,7 +232,7 @@ void Vehicles_drawHUD(
                if(alarm1time < time)
                {
                        alarm1time = time + 2;
-                       vehicle_alarm(self, CH_PAIN_SINGLE, SND(VEH_ALARM));
+                       vehicle_alarm(self, CH_PAIN_SINGLE, SND_VEH_ALARM);
                }
                drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
        }
@@ -239,7 +240,7 @@ void Vehicles_drawHUD(
        {
                if(alarm1time)
                {
-                       vehicle_alarm(self, CH_PAIN_SINGLE, SND(Null));
+                       vehicle_alarm(self, CH_PAIN_SINGLE, SND_Null);
                        alarm1time = 0;
                }
                drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
@@ -253,7 +254,7 @@ void Vehicles_drawHUD(
                if(alarm2time < time)
                {
                        alarm2time = time + 1;
-                       vehicle_alarm(self, CH_TRIGGER_SINGLE, SND(VEH_ALARM_SHIELD));
+                       vehicle_alarm(self, CH_TRIGGER_SINGLE, SND_VEH_ALARM_SHIELD);
                }
                drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
        }
@@ -261,7 +262,7 @@ void Vehicles_drawHUD(
        {
                if(alarm2time)
                {
-                       vehicle_alarm(self, CH_TRIGGER_SINGLE, SND(Null));
+                       vehicle_alarm(self, CH_TRIGGER_SINGLE, SND_Null);
                        alarm2time = 0;
                }
                drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
index 699c13f27fc984cbf8045d550ff98b150ae8741e..bbc128531834c4a7b2db3d3993e4d3bb5ce6e155 100644 (file)
@@ -232,12 +232,13 @@ void vehicles_projectile_explode()
        remove (self);
 }
 
-entity vehicles_projectile(string _mzlfx, string _mzlsound,
+entity vehicles_projectile(string _mzlfx, Sound _mzlsound,
                                                   vector _org, vector _vel,
                                                   float _dmg, float _radi, float _force,  float _size,
                                                   int _deahtype, float _projtype, float _health,
                                                   bool _cull, bool _clianim, entity _owner)
 {SELFPARAM();
+    TC(Sound, _mzlsound);
        entity proj;
 
        proj = spawn();
@@ -271,8 +272,8 @@ entity vehicles_projectile(string _mzlfx, string _mzlsound,
        else
                proj.flags                 = FL_PROJECTILE | FL_NOTARGET;
 
-       if(_mzlsound)
-               _sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
+       if(_mzlsound != SND_Null)
+               sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
 
        if(_mzlfx)
                Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
index db456825b5c5df7d6ddf9f70bcf93943d6c3d3ba..14f4fbf6af9565b271b438c18095f35cb8b1a57a 100644 (file)
@@ -24,7 +24,7 @@ bool bumble_raygun_send(entity this, entity to, int sf);
 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
 {
     vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
-    vehicles_projectile(EFFECT_BIGPLASMA_MUZZLEFLASH.eent_eff_name, SND(VEH_BUMBLEBEE_FIRE),
+    vehicles_projectile(EFFECT_BIGPLASMA_MUZZLEFLASH.eent_eff_name, SND_VEH_BUMBLEBEE_FIRE,
                         v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
                         autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
                         DEATH_VH_BUMB_GUN.m_id, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
index b8fbc11d17aec8f96c70a46b36ce411c09c2804e..6b9fd722b4a7ff2fe875b338e012d0b60855ebf5 100644 (file)
@@ -53,10 +53,10 @@ METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weapone
             veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
             veh.wait = time;
         }
-        if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
+        if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
         vector org = w_shotorg;
         vector dir = w_shotdir;
-        entity bolt = vehicles_projectile(EFFECT_RACER_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
+        entity bolt = vehicles_projectile(EFFECT_RACER_MUZZLEFLASH.eent_eff_name, SND_LASERGUN_FIRE,
                                org, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
                                autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force,  0,
                                DEATH_VH_WAKI_GUN.m_id, PROJECTILE_WAKICANNON, 0, true, true, player);
@@ -65,7 +65,7 @@ METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weapone
     }
     if (fire & 2)
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
-        if (isPlayer) W_SetupShot_Dir(actor, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
+        if (isPlayer) W_SetupShot_Dir(actor, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
         racer_fire_rocket(player, w_shotorg, w_shotdir, NULL);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
     }
@@ -85,7 +85,7 @@ void racer_rocket_groundhugger();
 
 void racer_fire_rocket(entity player, vector org, vector dir, entity trg)
 {SELFPARAM();
-    entity rocket = vehicles_projectile(EFFECT_RACER_ROCKETLAUNCH.eent_eff_name, SND(ROCKET_FIRE),
+    entity rocket = vehicles_projectile(EFFECT_RACER_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE,
                            org, dir * autocvar_g_vehicle_racer_rocket_speed,
                            autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
                            DEATH_VH_WAKI_ROCKET.m_id, PROJECTILE_WAKIROCKET, 20, false, false, player);
index 819d8ba0f36bf522b397c42ff04a72c9dcdf67ed..0f8b5afd2b9f30ac237974b43fed86d71e2b6282 100644 (file)
@@ -59,7 +59,7 @@ METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, .entity weapon
     float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
     if (fire & 1)
     if (weapon_prepareattack(thiswep, player, weaponentity, false, t)) {
-        if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
+        if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
         vector org = w_shotorg;
         vector dir = w_shotdir;
         if (veh) {
@@ -70,7 +70,7 @@ METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, .entity weapon
             veh.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
             actor.cnt = time;
         }
-        vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
+        vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND_LASERGUN_FIRE,
                                org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
                                autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
                                DEATH_VH_RAPT_CANNON.m_id, PROJECTILE_RAPTORCANNON, 0, true, true, player);
index 7266fc32e90e9fc172cf2f8461275aebeaa70451..2f08ef776ae48a964a4fdd3b9527205358476426 100644 (file)
@@ -218,7 +218,7 @@ void spiderbot_rocket_do()
     switch(self.vehicle_weapon2mode)
     {
         case SBRM_VOLLY:
-            rocket = vehicles_projectile(EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND(ROCKET_FIRE),
+            rocket = vehicles_projectile(EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE,
                                    v, normalize(randomvec() * autocvar_g_vehicle_spiderbot_rocket_spread + v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed,
                                    autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1,
                                    DEATH_VH_SPID_ROCKET.m_id, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, false, true, self.owner);
@@ -232,7 +232,7 @@ void spiderbot_rocket_do()
                 self.wait = -10;
             break;
         case SBRM_GUIDE:
-            rocket = vehicles_projectile(EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND(ROCKET_FIRE),
+            rocket = vehicles_projectile(EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE,
                                    v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed,
                                    autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1,
                                    DEATH_VH_SPID_ROCKET.m_id, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, false, false, self.owner);
@@ -244,7 +244,7 @@ void spiderbot_rocket_do()
 
         break;
         case SBRM_ARTILLERY:
-            rocket = vehicles_projectile(EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND(ROCKET_FIRE),
+            rocket = vehicles_projectile(EFFECT_SPIDERBOT_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE,
                                    v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed,
                                    autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1,
                                    DEATH_VH_SPID_ROCKET.m_id, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, false, true, self.owner);
index 6ac3e9274d9b88df0648c2474b551d1a8f5e165d..b8605c93be2813c72349b43850827b8cb45a2090 100644 (file)
@@ -266,7 +266,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
 
-       W_SetupShot(self, false, 2, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+       W_SetupShot(self, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
 
        Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -405,7 +405,7 @@ void W_Arc_Beam_Think()
                self.owner,
                true,
                0,
-               "",
+               SND_Null,
                0,
                WEP_CVAR(arc, beam_damage) * coefficient,
                WEP_CVAR(arc, beam_range)
@@ -693,7 +693,7 @@ void W_Arc_Beam(float burst)
 void Arc_Smoke()
 {SELFPARAM();
        makevectors(self.v_angle);
-       W_SetupShot_Range(self,true,0,"",0,0,0);
+       W_SetupShot_Range(self,true,0,SND_Null,0,0,0);
 
        vector smoke_origin = w_shotorg + self.velocity*frametime;
        if ( self.arc_overheat > time )
index 362666d27c2bc98f48d1cb6f0d0ebb10554980df..fae9e9f1a2ec7653ae204083f4ea8432e78db62f 100644 (file)
@@ -101,7 +101,7 @@ void W_Blaster_Attack(
 {SELFPARAM();
        vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
 
-       W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
+       W_SetupShot_Dir(actor, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage);
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        entity missile = new(blasterbolt);
index 6ad5f957ad70e5e81ab527df505e8e1fc74dc04c..242980ede317da0dce190ab7afd3cf74096c28a1 100644 (file)
@@ -359,7 +359,7 @@ void W_Crylink_Attack(Weapon thiswep)
        if(WEP_CVAR_PRI(crylink, joinexplode))
                maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
 
-       W_SetupShot(self, false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, maxdmg);
+       W_SetupShot(self, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -467,7 +467,7 @@ void W_Crylink_Attack2(Weapon thiswep)
        if(WEP_CVAR_SEC(crylink, joinexplode))
                maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
 
-       W_SetupShot(self, false, 2, SND(CRYLINK_FIRE2), CH_WEAPON_A, maxdmg);
+       W_SetupShot(self, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -655,7 +655,7 @@ METHOD(Crylink, wr_checkammo2, bool(entity thiswep))
 }
 METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
+    W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
 }
 METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
 {
index 53d4b8e946b7a057655e1a63df106336255aae4f..8a8c4073e3cfc96d8ac53840251c00b0ee269d55 100644 (file)
@@ -354,7 +354,7 @@ void W_Devastator_Attack(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(devastator, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        missile = WarpZone_RefSys_SpawnSameRefSys(self);
@@ -606,7 +606,7 @@ METHOD(Devastator, wr_resetplayer, void(entity thiswep))
 }
 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, WEP_CVAR(devastator, ammo), SND(RELOAD));
+    W_Reload(self, WEP_CVAR(devastator, ammo), SND_RELOAD);
 }
 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
 {
index f539b1492c56b7e4c5876de232687adc9b2fdf1f..4bae090de5308f4eac6b752bfbb2da11169b7998 100644 (file)
@@ -261,7 +261,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep)
                '0 0 -3',
                false,
                2,
-               SND(ELECTRO_FIRE),
+               SND_ELECTRO_FIRE,
                CH_WEAPON_A,
                WEP_CVAR_PRI(electro, damage)
        );
@@ -358,7 +358,7 @@ void W_Electro_Attack_Orb(Weapon thiswep)
                '0 0 -4',
                false,
                2,
-               SND(ELECTRO_FIRE2),
+               SND_ELECTRO_FIRE2,
                CH_WEAPON_A,
                WEP_CVAR_SEC(electro, damage)
        );
@@ -517,7 +517,7 @@ METHOD(Electro, wr_resetplayer, void(entity thiswep))
 }
 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
+    W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
 }
 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
 {
index 8c0d928db883e5e03d4342f1237402eaf80dcb6c..7d87a5a8616da782071826b9a1a4d13b52642fb0 100644 (file)
@@ -187,7 +187,7 @@ void W_Fireball_Attack1()
 {SELFPARAM();
        entity proj;
 
-       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, SND(FIREBALL_FIRE2), CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
 
        Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -223,7 +223,7 @@ void W_Fireball_Attack1()
 
 void W_Fireball_AttackEffect(float i, vector f_diff)
 {SELFPARAM();
-       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, "", 0, 0);
+       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
        w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
        Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 }
@@ -320,7 +320,7 @@ void W_Fireball_Attack2()
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, SND(FIREBALL_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
        traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
        w_shotorg = trace_endpos;
 
index c66e4a438344f57ab1f304a5f3bfae0c150e6cd6..609b59ec8bf6953c8182b7269b2097668ec00762 100644 (file)
@@ -130,7 +130,7 @@ void W_Hagar_Attack(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -172,7 +172,7 @@ void W_Hagar_Attack2(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -224,7 +224,7 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
 
        weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -476,7 +476,7 @@ METHOD(Hagar, wr_playerdeath, void(entity thiswep))
 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(!self.hagar_load) // require releasing loaded rockets first
-        W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
+        W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
 }
 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
 {
index 901634506057566d96024b525f7e7eae0f54d8a0..03bec9ba9d62fccda2598b5d32272fbc4efd268b 100644 (file)
@@ -81,7 +81,7 @@ void W_HLAC_Attack(Weapon thiswep)
     if(self.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+       W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
        if(!autocvar_g_norecoil)
        {
@@ -128,7 +128,7 @@ void W_HLAC_Attack2()
     if(self.crouch)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+       W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        missile = new(hlacbolt);
@@ -248,7 +248,7 @@ METHOD(HLAC, wr_checkammo2, bool(entity thiswep))
 }
 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND(RELOAD));
+    W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
 }
 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
 {
index 5af5a9ad1f95a84b0dd7414fc4250a8e5becd2f4..7090acc8f8e47cfdd60e189f734d6dc9bc20592d 100644 (file)
@@ -141,7 +141,7 @@ void W_Hook_Touch2()
 void W_Hook_Attack2(Weapon thiswep, entity actor)
 {
        //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
-       W_SetupShot(actor, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+       W_SetupShot(actor, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
 
        entity gren = new(hookbomb);
        gren.owner = gren.realowner = actor;
index 1b1af4df45475c0c6615c91bbcab42072c840ca5..96703b713656aa6dbdc40ed2e80aa5736565d2d5 100644 (file)
@@ -108,7 +108,7 @@ void W_MachineGun_MuzzleFlash()
 
 void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
 {SELFPARAM();
-       W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+       W_SetupShot(self, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
        if(!autocvar_g_norecoil)
        {
                self.punchangle_x = random() - 0.5;
@@ -184,7 +184,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
        W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
 
-       W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
@@ -211,7 +211,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
@@ -336,7 +336,7 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
 }
 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
+    W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
 }
 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
 {
index 78aabc4510d111d15532563f2f25bbd3a7d4266b..a0b7cc3e121f7276e5b0540fd716d4707f887a27 100644 (file)
@@ -330,7 +330,7 @@ void W_MineLayer_Attack(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        mine = WarpZone_RefSys_SpawnSameRefSys(self);
@@ -551,7 +551,7 @@ METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
 }
 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
+    W_Reload(self, WEP_CVAR(minelayer, ammo), SND_RELOAD);
 }
 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
 {
index 639de3f4c8f83df67db12e593bbc4db40b8d2e5f..f3a43d840564f4538909911ee6d0f56b9e907cda 100644 (file)
@@ -207,7 +207,7 @@ void W_Mortar_Attack(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -255,7 +255,7 @@ void W_Mortar_Attack2(Weapon thiswep)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -385,7 +385,7 @@ METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
 }
 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
+    W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
 }
 METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
 {
index 0e667419d009503e88029ce4d8d55cf6a66e65aa..d9f919cc4a4253058a65d1b5d410d4d4fb5cd20b 100644 (file)
@@ -244,7 +244,7 @@ void W_Porto_Attack(float type)
 {SELFPARAM();
        entity gren;
 
-       W_SetupShot(self, false, 4, SND(PORTO_FIRE), CH_WEAPON_A, 0);
+       W_SetupShot(self, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0);
        // always shoot from the eye
        w_shotdir = v_forward;
        w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
index c0734d77dd87b235902d94a1d15901f029873390..b008f8a1b8fb23ac7abcd2c0901b103c483c8e1f 100644 (file)
@@ -56,7 +56,7 @@ spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
 
-void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
+void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound)
 {SELFPARAM();
        float i;
 
@@ -81,12 +81,12 @@ void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pFor
 
 void W_Rifle_Attack()
 {
-       W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND(CAMPINGRIFLE_FIRE));
+       W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE);
 }
 
 void W_Rifle_Attack2()
 {
-       W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND(CAMPINGRIFLE_FIRE2));
+       W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2);
 }
 
 .void() rifle_bullethail_attackfunc;
@@ -214,7 +214,7 @@ METHOD(Rifle, wr_resetplayer, void(entity thiswep))
 }
 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
+    W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
 }
 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
 {
index a2019025624f2e717bc9256d25ca1c5a3224785a..8213da020b01d1039b18000cf260748355194da2 100644 (file)
@@ -255,7 +255,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
 
        makevectors(self.v_angle);
-       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
        w_shotorg += f_diff;
        Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -345,7 +345,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(FLAC_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
        w_shotorg += f_diff;
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -562,7 +562,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
        entity missile;
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
 
-       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
 
        missile                 = new(seeker_tag);
        missile.owner           = missile.realowner = self;
@@ -684,7 +684,7 @@ METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
 }
 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
+    W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
 }
 METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
 {
index 6c6e8e736ff7aa8ade5eec892a8993bf0ae4fa2d..fa1b822dd00861589adddf7513aa97e9961d43e8 100644 (file)
@@ -243,7 +243,7 @@ void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int f
        meleetemp.owner = meleetemp.realowner = actor;
        meleetemp.think = W_Shockwave_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+       W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
 }
 
 // SHOCKWAVE ATTACK MODE
@@ -365,7 +365,7 @@ void W_Shockwave_Attack()
        float i, queue = 0;
 
        // set up the shot direction
-       W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+       W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
        vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
        WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
        vector attack_hitpos = trace_endpos;
index 234aaadaf635daf3cbd48d7b69a39fa92582209e..6c1042828e673c126f61f281c1e65af0a264ffd3 100644 (file)
@@ -65,7 +65,7 @@ void W_Shotgun_Attack(Weapon thiswep, float isprimary)
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo));
 
-       W_SetupShot(self, true, 5, SND(SHOTGUN_FIRE), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       W_SetupShot(self, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
        for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
 
@@ -192,7 +192,7 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f
        meleetemp.realowner = actor;
        meleetemp.think = W_Shotgun_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+       W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
 }
 
 // alternate secondary weapon frames
@@ -308,7 +308,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
 }
 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
+    W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
 }
 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
 {
index 0760f79e32f574a81ccd229df7dfe11c622f8a47..cdb2332967909eb453b93206abdc8ca2c2f7b0d5 100644 (file)
@@ -314,7 +314,7 @@ void W_Tuba_NoteOn(float hittype)
        vector o;
        float n;
 
-       W_SetupShot(self, false, 2, "", 0, WEP_CVAR(tuba, damage));
+       W_SetupShot(self, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage));
 
        n = W_Tuba_GetNote(self, hittype);
 
@@ -450,7 +450,7 @@ METHOD(Tuba, wr_reload, void(Tuba this, entity actor, .entity weaponentity))
                                break;
                }
                tuba_instrument_send(actor, actor.tuba_instrument);
-               W_SetupShot(actor, false, 0, "", 0, 0);
+               W_SetupShot(actor, false, 0, SND_Null, 0, 0);
                Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
                actor.(weaponentity).state = WS_INUSE;
                weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
index 92c795421a401cb88e6d50490e28e48a5bf73d31..13a929949d4516b80c3712e89d9a1803b473fea5 100644 (file)
@@ -183,7 +183,7 @@ void W_Vaporizer_Attack(Weapon thiswep)
        bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
        float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
 
-       W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
+       W_SetupShot(self, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
        // handle sound separately so we can change the volume
        // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
        sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
@@ -247,7 +247,7 @@ void W_RocketMinsta_Attack2()
 
        Weapon w = PS(self).m_weapon;
        PS(self).m_weapon = WEP_ELECTRO;
-       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
        PS(self).m_weapon = w;
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -299,7 +299,7 @@ void W_RocketMinsta_Attack3 ()
 
        Weapon w = PS(self).m_weapon;
        PS(self).m_weapon = WEP_ELECTRO;
-       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
        PS(self).m_weapon = w;
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -453,7 +453,7 @@ METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponen
     else
         used_ammo = vaporizer_ammo;
 
-    W_Reload(self, used_ammo, SND(RELOAD));
+    W_Reload(self, used_ammo, SND_RELOAD);
 }
 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
 {
index d14457b2e9c35c7f80f019a4af1e20153c908598..cdf75b1df7db11757c169bb4fd37a3604bb3f809 100644 (file)
@@ -182,7 +182,7 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary)
        mydmg *= charge;
        myforce *= charge;
 
-       W_SetupShot(self, true, 5, SND(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, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
@@ -356,7 +356,7 @@ METHOD(Vortex, wr_resetplayer, void(entity thiswep))
 }
 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
+    W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
 }
 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
 {
index b82b19a4a7f3a9593e20c556a41ccc27c14562df..7dab5ade00d9ade8b4fc8cd717fca0a531c85c47 100644 (file)
@@ -324,7 +324,7 @@ float CheatCommand(float argc)
                                // arguments:
                                //   effectname
                                effectnum = _particleeffectnum(argv(1));
-                               W_SetupShot(self, false, false, "", CH_WEAPON_A, 0);
+                               W_SetupShot(self, false, false, SND_Null, CH_WEAPON_A, 0);
                                traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
                                __trailparticles(self, effectnum, w_shotorg, trace_endpos);
                                DID_CHEAT();
@@ -339,7 +339,7 @@ float CheatCommand(float argc)
                                // arguments:
                                //   modelname mode
                                f = stof(argv(2));
-                               W_SetupShot(self, false, false, "", CH_WEAPON_A, 0);
+                               W_SetupShot(self, false, false, SND_Null, CH_WEAPON_A, 0);
                                traceline(w_shotorg, w_shotorg + w_shotdir * 2048, MOVE_NORMAL, self);
                                if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) || trace_fraction == 1)
                                {
index 532868884de769afed1022addbab8e4057b73965..f37e806ec3eca06d3554eca4d46ac2fed3b24e40 100644 (file)
@@ -1273,12 +1273,13 @@ void respawn()
        PutClientInServer();
 }
 
-void play_countdown(float finished, string samp)
+void play_countdown(float finished, Sound samp)
 {SELFPARAM();
+    TC(Sound, samp);
        if(IS_REAL_CLIENT(self))
                if(floor(finished - time - frametime) != floor(finished - time))
                        if(finished - time < 6)
-                               _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
+                               sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
 }
 
 void player_powerups ()
@@ -1303,7 +1304,7 @@ void player_powerups ()
        {
                if (self.items & ITEM_Strength.m_itemid)
                {
-                       play_countdown(self.strength_finished, SND(POWEROFF));
+                       play_countdown(self.strength_finished, SND_POWEROFF);
                        self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
                        if (time > self.strength_finished)
                        {
@@ -1323,7 +1324,7 @@ void player_powerups ()
                }
                if (self.items & ITEM_Shield.m_itemid)
                {
-                       play_countdown(self.invincible_finished, SND(POWEROFF));
+                       play_countdown(self.invincible_finished, SND_POWEROFF);
                        self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
                        if (time > self.invincible_finished)
                        {
@@ -1356,7 +1357,7 @@ void player_powerups ()
                        }
                        else
                        {
-                               play_countdown(self.superweapons_finished, SND(POWEROFF));
+                               play_countdown(self.superweapons_finished, SND_POWEROFF);
                                if (time > self.superweapons_finished)
                                {
                                        self.items = self.items - (self.items & IT_SUPERWEAPON);
index a310043165173dd278f4e9f4430f45729e53528c..651e0cc60fc4b88c0a9169f51823babff4cb7ae7 100644 (file)
@@ -2,7 +2,7 @@
 
 float c1, c2, c3, c4;
 
-void play_countdown(float finished, string samp);
+void play_countdown(float finished, Sound samp);
 
 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit);
 
index 56111a34d7b795cb42935458cdda8766dc39f6b2..108216dccb896cde0c7ef69ba26caff4094a112f 100644 (file)
@@ -630,15 +630,16 @@ void ScoreRules_dom(float teams)
 }
 
 // code from here on is just to support maps that don't have control point and team entities
-void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, string capsound, string capnarration, string capmessage)
+void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
 {SELFPARAM();
+    TC(Sound, capsound);
        setself(spawn());
        self.classname = "dom_team";
        self.netname = strzone(teamname);
        self.cnt = teamcolor;
        self.model = pointmodel;
        self.skin = pointskin;
-       self.noise = strzone(capsound);
+       self.noise = strzone(Sound_fixpath(capsound));
        self.noise1 = strzone(capnarration);
        self.message = strzone(capmessage);
 
@@ -668,15 +669,16 @@ void dom_spawnpoint(vector org)
 }
 
 // spawn some default teams if the map is not set up for domination
-void dom_spawnteams(float teams)
+void dom_spawnteams(int teams)
 {
-       dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND(DOM_CLAIM), "", "Red team has captured a control point");
-       dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND(DOM_CLAIM), "", "Blue team has captured a control point");
+    TC(int, teams);
+       dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point");
+       dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point");
        if(teams >= 3)
-               dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND(DOM_CLAIM), "", "Yellow team has captured a control point");
+               dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point");
        if(teams >= 4)
-               dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND(DOM_CLAIM), "", "Pink team has captured a control point");
-       dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, "", "", "");
+               dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point");
+       dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
 }
 
 void dom_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
index ac4752b3df385febf99fa4ea3d04850aa428c576..9c8bd6cb588fe9234c083b053c49f921620e9a48 100644 (file)
@@ -20,8 +20,9 @@
 // this function calculates w_shotorg and w_shotdir based on the weapon model
 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
 // make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
 {
+    TC(Sound, snd);
        float nudge = 1; // added to traceline target and subtracted from result  TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
        float oldsolid;
        vector vecs, dv;
@@ -133,9 +134,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
        if (!autocvar_g_norecoil)
                ent.punchangle_x = recoil * -1;
 
-       if (snd != "")
-       {
-               _sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+       if (snd != SND_Null) {
+               sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
                W_PlayStrengthSound(ent);
        }
 
index bb486d8ce87717e49fcc772bd07e60b2b9aa7156..08b7094c2650eaca235dbb042928cd3c524b0511 100644 (file)
@@ -7,7 +7,7 @@ vector w_shotend;
 // this function calculates w_shotorg and w_shotdir based on the weapon model
 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
 // make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range);
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range);
 
 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
index 7cf26a4593b4ea6d1b68a4531da0014475d41d41..ad3189918f161776ac72eab9127d74feb3facb26 100644 (file)
@@ -683,8 +683,9 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
 
-void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
+void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
 {
+    TC(Sound, sent_sound);
        .entity weaponentity = weaponentities[0];
        // set global values to work with
        Weapon e = PS(actor).m_weapon;
@@ -694,7 +695,8 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        actor.reload_ammo_min = sent_ammo_min;
        actor.reload_ammo_amount = e.reloading_ammo;
        actor.reload_time = e.reloading_time;
-       actor.reload_sound = sent_sound;
+       if (actor.reload_sound) strunzone(actor.reload_sound);
+       actor.reload_sound = strzone(Sound_fixpath(sent_sound));
 
        // don't reload weapons that don't have the RELOADABLE flag
        if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
index 03cb7c13ce0e207649da20fb283e78965efa1171..e65ffd67b4a56c9fdb2222991c6a29193addfd05 100644 (file)
@@ -16,7 +16,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use);
 
 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item);
 
-void W_Reload(entity actor, float sent_ammo_min, string sent_sound);
+void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound);
 
 void W_WeaponFrame(entity actor);