WEP_CVAR_PRI(electro, damage)
);
- Send_Effect("electro_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
proj = spawn();
proj.classname = "electro_bolt";
w_shotdir = v_forward; // no TrueAim for grenades please
- Send_Effect("electro_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity proj = spawn();
proj.classname = "electro_orb";
org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
{
- pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_ELECTRO_BALLEXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM);
}
if(w_deathtype & HITTYPE_BOUNCE)
{
// this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
- pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_ELECTRO_COMBO), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, W_Sound("electro_impact_combo"), VOL_BASE, ATTEN_NORM);
}
else
{
- pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_ELECTRO_IMPACT), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM);
}