self.use();
} else {
self.cnt++;
- Send_Effect("hagar_bounce", self.origin, self.velocity, 1);
+ Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
self.angles = vectoangles(self.velocity);
self.owner = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
- Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
- Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
W_SetupShot(self, false, 2, W_Sound("hagar_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
- Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
right = v_right;
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
{
if(w_random<0.15)