if(self.crouch)
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+ W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
if(self.crouch)
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
- W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+ W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
}
case WR_INIT:
{
- precache_model("models/weapons/g_hlac.md3");
- precache_model("models/weapons/v_hlac.md3");
- precache_model("models/weapons/h_hlac.iqm");
- precache_sound("weapons/lasergun_fire.wav");
+ precache_model(W_Model("g_hlac.md3"));
+ precache_model(W_Model("v_hlac.md3"));
+ precache_model(W_Model("h_hlac.iqm"));
+ precache_sound(W_Sound("lasergun_fire"));
HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
}
case WR_RELOAD:
{
- W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), "weapons/reload.wav");
+ W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), W_Sound("reload"));
return true;
}
case WR_SUICIDEMESSAGE:
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound("weapons/laserimpact.wav");
+ precache_sound(W_Sound("laserimpact"));
return true;
}
case WR_ZOOMRETICLE: