void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
{
- W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype);
+ W_SetupShot(actor, weaponentity, true, 0, SND_MACHINEGUN_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype);
+
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_RIFLE_FIRE, actor);
- W_Rifle_FireBullet(thiswep, weaponentity, thiswep.m_id, SND_CAMPINGRIFLE_FIRE, actor, true);
++ W_Rifle_FireBullet(thiswep, weaponentity, thiswep.m_id, SND_RIFLE_FIRE, actor, true);
}
void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_RIFLE_FIRE2, actor);
- W_Rifle_FireBullet(thiswep, weaponentity, thiswep.m_id | HITTYPE_SECONDARY, SND_CAMPINGRIFLE_FIRE2, actor, false);
++ W_Rifle_FireBullet(thiswep, weaponentity, thiswep.m_id | HITTYPE_SECONDARY, SND_RIFLE_FIRE2, actor, false);
}
.void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;