proj.flags = FL_PROJECTILE | FL_NOTARGET;
if(_mzlsound)
- sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
if(_mzlfx)
Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
void vehicles_gib_explode()
{SELFPARAM();
- sound (self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
Send_Effect(EFFECT_EXPLOSION_SMALL, self.wp00.origin + '0 0 64', '0 0 0', 1);
remove(self);
_vehicle.team = _vehicle.tur_head.team;
- sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
+ sound (_vehicle, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
_vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
_vehicle.phase = time + 1;