precache_model("models/onslaught/ons_ray.md3");
precache_sound("onslaught/shockwave.wav");
- precache_sound("weapons/grenade_impact.wav");
- precache_sound("weapons/rocket_impact.wav");
+ precache_sound(W_Sound("grenade_impact"));
+ precache_sound(W_Sound("rocket_impact"));
precache_sound("onslaught/electricity_explode.wav");
generator_precached = true;
if(random() < 0.25)
{
te_explosion(self.origin);
- sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_TRIGGER, W_Sound("grenade_impact"), VOL_BASE, ATTEN_NORM);
}
// Particles
org = self.origin;
te_explosion(org);
pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
- sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_TRIGGER, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
}
self.move_time = time + 0.05;