W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
- W_SetupShot(self, true, 5, W_Sound("shotgun_fire"), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+ W_SetupShot(self, true, 5, SND(SHOTGUN_FIRE), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
void W_Shotgun_Attack2(void)
{SELFPARAM();
- sound(self, CH_WEAPON_A, W_Sound("shotgun_melee"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
entity meleetemp;
return;
}
- sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
+ sound(self, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
}
case WR_INIT:
{
- precache_sound("misc/itempickup.wav");
- precache_sound(W_Sound("shotgun_fire"));
- precache_sound(W_Sound("shotgun_melee"));
SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
}
case WR_RELOAD:
{
- W_Reload(WEP_CVAR_PRI(shotgun, ammo), W_Sound("reload")); // WEAPONTODO
+ W_Reload(WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
return true;
}
case WR_SUICIDEMESSAGE:
if(!w_issilent && time - self.prevric > 0.25)
{
if(w_random < 0.0165)
- 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 < 0.033)
- 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 < 0.05)
- sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
self.prevric = time;
}
}
case WR_INIT:
{
- precache_sound(W_Sound("ric1"));
- precache_sound(W_Sound("ric2"));
- precache_sound(W_Sound("ric3"));
return true;
}
case WR_ZOOMRETICLE: