f = bot_cmd.bot_cmd_parm_string;
precache_sound(f);
- sound(self, CHAN_WEAPON2, f, VOL_BASE, ATTN_MIN);
+ sound(self, CH_WEAPON_B, f, VOL_BASE, ATTN_MIN);
return CMD_STATUS_FINISHED;
}
if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
{
#endif
- // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
- sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
+ sound (self, CH_WEAPON_B, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
self.weaponentity.state = WS_DROP;
// set up weapon switch think in the future, and start drop anim
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
// now begin the reloading process
- sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_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,
--s;
vs = hook_shotorigin[s];
- // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
- sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
+ // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
+ sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
org = self.origin + self.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self);
}
}
if(nadefound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
{
{
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
self.hagar_load += 1;
- sound(self, CHAN_WEAPON2, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
}
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
if(nodamage)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
else if(issecondary == 1)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
else
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
if (self.BUTTON_ATCK2)
{
if(W_PlacedMines(TRUE))
- sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
}
}
else if (req == WR_PRECACHE)
W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
{
- sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
+ sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
}
yoda = 0;
{
pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
// TODO add a better sound here
- sound (self.realowner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+ sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
self.count = 1;
}
}
}
}
if(rockfound)
- sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
}
}
}
void W_Tuba_Attack(float hittype)
{
vector o;
- float c, n;
+ float n;
W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
- if(self.tuba_notecount)
- {
- self.tuba_notecount = FALSE;
- c = CHAN_WEAPON;
- }
- else
- {
- self.tuba_notecount = TRUE;
- c = CHAN_WEAPON2;
- }
n = Tuba_GetNote(self, hittype);