]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into TimePath/effectinfo
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index d61a2521dd2894f87e61c620e6d902cc650baa7b..9a8d9d0db706e1453573151d895aa10acd7c1081 100644 (file)
@@ -61,7 +61,7 @@ void W_Shotgun_Attack(float isprimary)
 
        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);
 
@@ -74,7 +74,7 @@ void W_Shotgun_Attack(float isprimary)
 
        // muzzle flash for 1st person view
        flash = spawn();
-       setmodel(flash, "models/uziflash.md3"); // precision set below
+       setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
        flash.think = SUB_Remove;
        flash.nextthink = time + 0.06;
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
@@ -181,7 +181,7 @@ void W_Shotgun_Melee_Think(void)
 
 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;
@@ -203,7 +203,7 @@ void W_Shotgun_Attack3_Frame2()
                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);
 }
@@ -286,13 +286,6 @@ float W_Shotgun(float req)
                }
                case WR_INIT:
                {
-                       precache_model("models/uziflash.md3");
-                       precache_model(W_Model("g_shotgun.md3"));
-                       precache_model(W_Model("v_shotgun.md3"));
-                       precache_model(W_Model("h_shotgun.iqm"));
-                       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;
                }
@@ -331,7 +324,7 @@ float W_Shotgun(float req)
                }
                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:
@@ -363,11 +356,11 @@ float W_Shotgun(float req)
                        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;
                        }
 
@@ -375,9 +368,6 @@ float W_Shotgun(float req)
                }
                case WR_INIT:
                {
-                       precache_sound(W_Sound("ric1"));
-                       precache_sound(W_Sound("ric2"));
-                       precache_sound(W_Sound("ric3"));
                        return true;
                }
                case WR_ZOOMRETICLE: