]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hagar.qc
Merge branch 'TimePath/waypointsprites' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hagar.qc
index 967fd8f5aa72c2c6d882b8ea982e4001406ed453..79c37abdca11b31fb16f252aa48fbfd8081bb3cb 100644 (file)
@@ -127,7 +127,7 @@ void W_Hagar_Attack(void)
 
        W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
 
@@ -170,7 +170,7 @@ void W_Hagar_Attack2(void)
 
        W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
 
@@ -223,7 +223,7 @@ void W_Hagar_Attack2_Load_Release(void)
 
        weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -317,7 +317,7 @@ void W_Hagar_Attack2_Load(void)
                                self.weaponentity.state = WS_READY;
                                W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
                                self.hagar_load = 0;
-                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
@@ -336,7 +336,7 @@ void W_Hagar_Attack2_Load(void)
                                        W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
                                        self.weaponentity.state = WS_INUSE;
                                        self.hagar_load += 1;
-                                       sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
+                                       sound(self, CH_WEAPON_B, W_Sound("hagar_load"), VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
                                        if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
                                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
@@ -347,7 +347,7 @@ void W_Hagar_Attack2_Load(void)
                        else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
                        {
                                // if this is the last rocket we can load, play a beep sound to notify the player
-                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
                                self.hagar_loadbeep = true;
                        }
                }
@@ -366,7 +366,7 @@ void W_Hagar_Attack2_Load(void)
                        if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
                        {
                                // we're about to automatically release after holding time, play a beep sound to notify the player
-                               sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
                                self.hagar_warning = true;
                        }
                }
@@ -449,12 +449,12 @@ bool W_Hagar(int req)
                }
                case WR_INIT:
                {
-                       precache_model("models/weapons/g_hagar.md3");
-                       precache_model("models/weapons/v_hagar.md3");
-                       precache_model("models/weapons/h_hagar.iqm");
-                       precache_sound("weapons/hagar_fire.wav");
-                       precache_sound("weapons/hagar_load.wav");
-                       precache_sound("weapons/hagar_beep.wav");
+                       precache_model(W_Model("g_hagar.md3"));
+                       precache_model(W_Model("v_hagar.md3"));
+                       precache_model(W_Model("h_hagar.iqm"));
+                       precache_sound(W_Sound("hagar_fire"));
+                       precache_sound(W_Sound("hagar_load"));
+                       precache_sound(W_Sound("hagar_beep"));
                        HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
                        return true;
                }
@@ -503,7 +503,7 @@ bool W_Hagar(int req)
                case WR_RELOAD:
                {
                        if(!self.hagar_load) // require releasing loaded rockets first
-                               W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav");
+                               W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), W_Sound("reload"));
 
                        return true;
                }
@@ -535,20 +535,20 @@ bool W_Hagar(int req)
                        if(!w_issilent)
                        {
                                if(w_random<0.15)
-                                       sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("hagexp1"), VOL_BASE, ATTN_NORM);
                                else if(w_random<0.7)
-                                       sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("hagexp2"), VOL_BASE, ATTN_NORM);
                                else
-                                       sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
+                                       sound(self, CH_SHOTS, W_Sound("hagexp3"), VOL_BASE, ATTN_NORM);
                        }
 
                        return true;
                }
                case WR_INIT:
                {
-                       precache_sound("weapons/hagexp1.wav");
-                       precache_sound("weapons/hagexp2.wav");
-                       precache_sound("weapons/hagexp3.wav");
+                       precache_sound(W_Sound("hagexp1"));
+                       precache_sound(W_Sound("hagexp2"));
+                       precache_sound(W_Sound("hagexp3"));
                        return true;
                }
                case WR_ZOOMRETICLE: