void W_UZI_Attack (float deathtype)
{
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
return;
}
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
void uzi_mode1_fire_burst()
{
- W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
if(w_random < 0.05)
- sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.1)
- sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.2)
- sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{