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;
}
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
{
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;
}
// 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,