this.drawmask = MASK_NORMAL;
}
-void loopsound(entity e, int ch, string samp, float vol, float attn)
+void loopsound(entity e, int ch, Sound samp, float vol, float attn)
{
TC(int, ch);
if (e.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(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
this.mins = '-4 -4 -4';
this.maxs = '4 4 4';
set_movetype(this, MOVETYPE_BOUNCE);
break;
case PROJECTILE_RPC:
case PROJECTILE_ROCKET:
- loopsound(this, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
this.mins = '-3 -3 -3';
this.maxs = '3 3 3';
break;
settouch(this, func_null);
break;
case PROJECTILE_FIREBALL:
- loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
this.mins = '-16 -16 -16';
this.maxs = '16 16 16';
break;
case PROJECTILE_FIREMINE:
- loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY, VOL_BASE, ATTEN_NORM);
set_movetype(this, MOVETYPE_BOUNCE);
settouch(this, func_null);
this.mins = '-4 -4 -4';
this.maxs = '2 2 2';
break;
case PROJECTILE_SEEKER:
- loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
this.mins = '-4 -4 -4';
this.maxs = '4 4 4';
break;
case PROJECTILE_RAPTORCANNON:
break;
case PROJECTILE_SPIDERROCKET:
- loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
break;
case PROJECTILE_WAKIROCKET:
- loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, 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(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
this.mins = '0 0 -4';
this.maxs = '0 0 -4';
this.move_movetype = MOVETYPE_BOUNCE;