]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Use the sound list
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 076a172c8da323eb8e46e16bfddfbdddbfc87443..ba33c515ffea422da230ed8648cb308279ab1bf2 100644 (file)
@@ -474,7 +474,7 @@ float weapon_prepareattack_checkammo(float secondary)
 
                if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
                {
-                       sound (self, CH_WEAPON_A, W_Sound("dryfire"), VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
                        self.prevdryfire = time;
                }
 
@@ -732,7 +732,7 @@ void W_WeaponFrame()
                        if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
                        {
                        #endif
-                               sound(self, CH_WEAPON_SINGLE, W_Sound("weapon_switch"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
                                self.weaponentity.state = WS_DROP;
                                weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
                        #ifndef INDEPENDENT_ATTACK_FINISHED
@@ -927,7 +927,7 @@ void W_Reload(float sent_ammo_min, string sent_sound)
        {
                if(IS_REAL_CLIENT(self) && self.reload_complain < time)
                {
-                       play2(self, W_Sound("unavailable"));
+                       play2(self, SND(UNAVAILABLE));
                        sprint(self, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(self.weapon), "\n"));
                        self.reload_complain = time + 1;
                }
@@ -951,7 +951,7 @@ void W_Reload(float sent_ammo_min, string sent_sound)
 
        // now begin the reloading process
 
-       sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
+       _sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
 
        // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,