W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
// handle sound separately so we can change the volume
// added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
- sound (self, CH_WEAPON_A, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM);
+ sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
damage_goodhits = 0;
Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
// teamcolor / hit beam effect
- vector v;
- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- switch(self.team)
- {
- case NUM_TEAM_1: // Red
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_RED_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_RED, w_shotorg, v, 1);
- break;
- case NUM_TEAM_2: // Blue
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_BLUE_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_BLUE, w_shotorg, v, 1);
- break;
- case NUM_TEAM_3: // Yellow
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_YELLOW_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_YELLOW, w_shotorg, v, 1);
- break;
- case NUM_TEAM_4: // Pink
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_PINK_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_PINK, w_shotorg, v, 1);
- break;
- default:
- if(damage_goodhits)
- Send_Effect_("TE_TEI_G3_HIT", w_shotorg, v, 1);
- else
- Send_Effect_("TE_TEI_G3", w_shotorg, v, 1);
- break;
- }
+ vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ Send_Effect((damage_goodhits ? EFFECT_VAPORIZER_HIT(self.team) : EFFECT_VAPORIZER(self.team)), w_shotorg, v, 1);
if(autocvar_g_rm)
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
float w = self.weapon;
self.weapon = WEP_ELECTRO.m_id;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
self.weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
int w = self.weapon;
self.weapon = WEP_ELECTRO.m_id;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("electro_fire2"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
self.weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
}
case WR_INIT:
{
- precache_sound(W_Sound("minstanexfire"));
- precache_sound(W_Sound("nexwhoosh1"));
- precache_sound(W_Sound("nexwhoosh2"));
- precache_sound(W_Sound("nexwhoosh3"));
//W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
else
used_ammo = vaporizer_ammo;
- W_Reload(used_ammo, W_Sound("reload"));
+ W_Reload(used_ammo, SND(RELOAD));
return true;
}
case WR_SUICIDEMESSAGE:
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}
else
{
pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
- if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
}
return true;
}
case WR_INIT:
{
- precache_sound(W_Sound("laserimpact"));
- precache_sound(W_Sound("neximpact"));
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");