void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
void W_HeavyMachineGun_Attack_Auto()
-{
+{SELFPARAM();
if (!self.BUTTON_ATCK)
{
w_ready();
W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
- W_SetupShot (self, true, 0, W_Sound("uzi_fire"), CH_WEAPON_A, WEP_CVAR(hmg, damage));
+ W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
if(!autocvar_g_norecoil)
{
}
bool W_HeavyMachineGun(int req)
-{
+{SELFPARAM();
float ammo_amount;
switch(req)
{
}
case WR_INIT:
{
- precache_model ("models/uziflash.md3");
- precache_model(W_Model("g_ok_hmg.md3"));
- precache_model(W_Model("v_ok_hmg.md3"));
- precache_model(W_Model("h_ok_hmg.iqm"));
- precache_sound (W_Sound("uzi_fire"));
HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
}
case WR_RELOAD:
{
- W_Reload(WEP_CVAR(hmg, ammo), W_Sound("reload"));
+ W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
return true;
}
case WR_SUICIDEMESSAGE:
#endif
#ifdef CSQC
bool W_HeavyMachineGun(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT:
pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent)
if(w_random < 0.05)
- sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
else if(w_random < 0.1)
- sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
else if(w_random < 0.2)
- sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound(W_Sound("ric1"));
- precache_sound(W_Sound("ric2"));
- precache_sound(W_Sound("ric3"));
return true;
}
case WR_ZOOMRETICLE: