precache_model ("models/sprites/10.spr32");
// common weapon precaches
- precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound here
- precache_sound ("weapons/weapon_switch.wav");
- precache_sound ("weapons/weaponpickup.wav");
- precache_sound ("weapons/unavailable.wav");
- precache_sound ("weapons/dryfire.wav");
+ precache_sound (W_Sound("reload")); // until weapons have individual reload sounds, precache the reload sound here
+ precache_sound (W_Sound("weapon_switch"));
+ precache_sound (W_Sound("weaponpickup"));
+ precache_sound (W_Sound("unavailable"));
+ precache_sound (W_Sound("dryfire"));
if (g_grappling_hook)
{
- precache_sound ("weapons/hook_fire.wav"); // hook
- precache_sound ("weapons/hook_impact.wav"); // hook
+ precache_sound (W_Sound("hook_fire")); // hook
+ precache_sound (W_Sound("hook_impact")); // hook
}
precache_model("models/elaser.mdl");