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