void W_MachineGun_Attack(int deathtype)
{
- W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+ W_SetupShot(self, true, 0, W_Sound("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;
W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
- W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
void W_MachineGun_Attack_Burst(void)
{
- W_SetupShot(self, true, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+ W_SetupShot(self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
case WR_INIT:
{
precache_model("models/uziflash.md3");
- precache_model("models/weapons/g_uzi.md3");
- precache_model("models/weapons/v_uzi.md3");
- precache_model("models/weapons/h_uzi.iqm");
- precache_sound("weapons/uzi_fire.wav");
+ precache_model(W_Model("g_uzi.md3"));
+ precache_model(W_Model("v_uzi.md3"));
+ precache_model(W_Model("h_uzi.iqm"));
+ precache_sound(W_Sound("uzi_fire"));
MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}