float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CHAN_WEAPON, 10000);
+ W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
yoda = 0;
damage_goodhits = 0;
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{