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;
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;
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;
}