W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
- W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+ W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
- W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
- W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+ W_SetupShot(self, false, 2, SND(HAGAR_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
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, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_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();
W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
self.weaponentity.state = WS_INUSE;
self.hagar_load += 1;
- sound(self, CH_WEAPON_B, W_Sound("hagar_load"), VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
+ sound(self, CH_WEAPON_B, SND_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))
stopped = true;
if(stopped && !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, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
self.hagar_loadbeep = true;
self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
}
if(!self.hagar_warning) // 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, W_Sound("hagar_beep"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
self.hagar_warning = true;
}
}
}
case WR_INIT:
{
- 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;
}
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)), W_Sound("reload"));
+ W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND(RELOAD));
return true;
}
if(!w_issilent)
{
if(w_random<0.15)
- sound(self, CH_SHOTS, W_Sound("hagexp1"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
else if(w_random<0.7)
- sound(self, CH_SHOTS, W_Sound("hagexp2"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
else
- sound(self, CH_SHOTS, W_Sound("hagexp3"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
}
return true;
}
case WR_INIT:
{
- precache_sound(W_Sound("hagexp1"));
- precache_sound(W_Sound("hagexp2"));
- precache_sound(W_Sound("hagexp3"));
return true;
}
case WR_ZOOMRETICLE: