StopSound: Seems 'Shotgun Shot' is used on CSGO.
Seems its actually used on CSGO, only difference is m_iWeaponID => m_weapon.
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@ -48,6 +48,9 @@ public void OnPluginStart()
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g_MapMusic = new StringMap();
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// Detect game and hook appropriate tempent.
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AddTempEntHook("Shotgun Shot", Hook_ShotgunShot);
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// Ambient sounds
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AddAmbientSoundHook(Hook_AmbientSound);
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@ -83,9 +86,6 @@ public void OnPluginStart()
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}
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else // CS:S
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{
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// Detect game and hook appropriate tempent.
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AddTempEntHook("Shotgun Shot", CSS_Hook_ShotgunShot);
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// Weapon sounds will be caught here.
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AddNormalSoundHook(Hook_NormalSound_CSS);
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@ -115,13 +115,16 @@ public void OnPluginEnd()
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}
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}
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// Remove tempent hook
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RemoveTempEntHook("Shotgun Shot", Hook_ShotgunShot);
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// Remove ambient sound hook
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RemoveAmbientSoundHook(Hook_AmbientSound);
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// Find ReloadEffect
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UserMsg ReloadEffect = GetUserMessageId("ReloadEffect");
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// Remove game-specific staff
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// Remove game-specific
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if(GetEngineVersion() == Engine_CSGO)
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{
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RemoveNormalSoundHook(Hook_NormalSound_CSGO);
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@ -131,9 +134,6 @@ public void OnPluginEnd()
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}
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else
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{
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// Remove tempent hook
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RemoveTempEntHook("Shotgun Shot", CSS_Hook_ShotgunShot);
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RemoveNormalSoundHook(Hook_NormalSound_CSS);
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if(ReloadEffect != INVALID_MESSAGE_ID)
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@ -456,7 +456,7 @@ public Action Hook_NormalSound_CSGO(int clients[MAXPLAYERS], int &numClients, ch
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return (numClients > 0) ? Plugin_Changed : Plugin_Stop;
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}
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public Action CSS_Hook_ShotgunShot(const char[] te_name, const int[] Players, int numClients, float delay)
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public Action Hook_ShotgunShot(const char[] te_name, const int[] Players, int numClients, float delay)
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{
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if(!g_bStopWeaponSoundsHooked)
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return Plugin_Continue;
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@ -485,19 +485,38 @@ public Action CSS_Hook_ShotgunShot(const char[] te_name, const int[] Players, in
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}
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// Re-broadcast to clients that still need it.
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float vTemp[3];
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TE_Start("Shotgun Shot");
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TE_ReadVector("m_vecOrigin", vTemp);
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TE_WriteVector("m_vecOrigin", vTemp);
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TE_WriteFloat("m_vecAngles[0]", TE_ReadFloat("m_vecAngles[0]"));
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TE_WriteFloat("m_vecAngles[1]", TE_ReadFloat("m_vecAngles[1]"));
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TE_WriteNum("m_iWeaponID", TE_ReadNum("m_iWeaponID"));
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TE_WriteNum("m_iMode", TE_ReadNum("m_iMode"));
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TE_WriteNum("m_iSeed", TE_ReadNum("m_iSeed"));
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TE_WriteNum("m_iPlayer", TE_ReadNum("m_iPlayer"));
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TE_WriteFloat("m_fInaccuracy", TE_ReadFloat("m_fInaccuracy"));
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TE_WriteFloat("m_fSpread", TE_ReadFloat("m_fSpread"));
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TE_Send(newClients, newTotal, delay);
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if(GetEngineVersion() == Engine_CSGO)
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{
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float vTemp[3];
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TE_Start("Shotgun Shot");
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TE_ReadVector("m_vecOrigin", vTemp);
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TE_WriteVector("m_vecOrigin", vTemp);
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TE_WriteFloat("m_vecAngles[0]", TE_ReadFloat("m_vecAngles[0]"));
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TE_WriteFloat("m_vecAngles[1]", TE_ReadFloat("m_vecAngles[1]"));
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TE_WriteNum("m_weapon", TE_ReadNum("m_weapon"));
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TE_WriteNum("m_iMode", TE_ReadNum("m_iMode"));
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TE_WriteNum("m_iSeed", TE_ReadNum("m_iSeed"));
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TE_WriteNum("m_iPlayer", TE_ReadNum("m_iPlayer"));
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TE_WriteFloat("m_fInaccuracy", TE_ReadFloat("m_fInaccuracy"));
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TE_WriteFloat("m_fSpread", TE_ReadFloat("m_fSpread"));
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TE_Send(newClients, newTotal, delay);
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}
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else
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{
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float vTemp[3];
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TE_Start("Shotgun Shot");
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TE_ReadVector("m_vecOrigin", vTemp);
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TE_WriteVector("m_vecOrigin", vTemp);
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TE_WriteFloat("m_vecAngles[0]", TE_ReadFloat("m_vecAngles[0]"));
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TE_WriteFloat("m_vecAngles[1]", TE_ReadFloat("m_vecAngles[1]"));
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TE_WriteNum("m_iWeaponID", TE_ReadNum("m_iWeaponID"));
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TE_WriteNum("m_iMode", TE_ReadNum("m_iMode"));
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TE_WriteNum("m_iSeed", TE_ReadNum("m_iSeed"));
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TE_WriteNum("m_iPlayer", TE_ReadNum("m_iPlayer"));
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TE_WriteFloat("m_fInaccuracy", TE_ReadFloat("m_fInaccuracy"));
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TE_WriteFloat("m_fSpread", TE_ReadFloat("m_fSpread"));
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TE_Send(newClients, newTotal, delay);
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}
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return Plugin_Stop;
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}
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