void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
void spawnfunc_item_strength (void) {
- precache_sound("weapons/strength_fire.wav");
+ precache_sound(W_Sound("strength_fire"));
if(!self.strength_finished)
self.strength_finished = autocvar_g_balance_powerup_strength_time;
StartItemA (ITEM_Strength);
precache_sound("misc/armor25.wav");
precache_sound("misc/powerup.wav");
precache_sound("misc/poweroff.wav");
- precache_sound("weapons/weaponpickup.wav");
+ precache_sound(W_Sound("weaponpickup"));
n = tokenize_console(self.netname);
if(argv(0) == "give")
wi = get_weaponinfo(j);
if(wi.weapon)
{
- POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
+ POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
if (!(save_weapons & WepSet_FromWeapon(j)))
if(e.weapons & WepSet_FromWeapon(j))
WEP_ACTION(wi.weapon, WR_INIT);