]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Add a function to control weapon sound paths with hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index 91961bb18dccbd14b9631e73859c6d6937b748cf..1c5d080d3c38894761fc6b07a64fa755c19adaff 100644 (file)
@@ -229,7 +229,7 @@ void W_Shockwave_Melee_Think(void)
 
 void W_Shockwave_Melee(void)
 {
-       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       sound(self, CH_WEAPON_A, W_Sound("shotgun_melee"), VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
 
        entity meleetemp;
@@ -360,7 +360,7 @@ void W_Shockwave_Attack(void)
        float i, queue = 0;
 
        // set up the shot direction
-       W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+       W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
        vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
        WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
        vector attack_hitpos = trace_endpos;
@@ -709,12 +709,12 @@ bool W_Shockwave(int req)
                case WR_INIT:
                {
                        precache_model("models/uziflash.md3");
-                       precache_model("models/weapons/g_shotgun.md3");
-                       precache_model("models/weapons/v_shotgun.md3");
-                       precache_model("models/weapons/h_shotgun.iqm");
+                       precache_model(W_Model("g_shotgun.md3"));
+                       precache_model(W_Model("v_shotgun.md3"));
+                       precache_model(W_Model("h_shotgun.iqm"));
                        precache_sound("misc/itempickup.wav");
-                       precache_sound("weapons/lasergun_fire.wav");
-                       precache_sound("weapons/shotgun_melee.wav");
+                       precache_sound(W_Sound("lasergun_fire"));
+                       precache_sound(W_Sound("shotgun_melee"));
                        SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
                        return true;
                }