}
if (self.noise)
- sound (self.enemy, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+ _sound (self.enemy, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
// don't trigger again until reset
self.takedamage = DAMAGE_NO;
}
else if (self.sounds == 2)
{
- precache_sound ("misc/talk.wav");
- self.noise = "misc/talk.wav";
+ self.noise = SND(TALK);
}
else if (self.sounds == 3)
{