[L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
THIRDPERSONSHOULDER SHOTGUN SOUND FIX
Authors MasterMind420 & Lux This is a rewrite of Thirdpersonshoulder Shotgun Sound Bug Fix... REQUIRED Download ThirdPersonShoulder_Detect Plugin https://forums.alliedmods.net/showthread.php?t=298649 VERSION 1.1 ( Windows ) Code Optimizations Crashing on windows should be resolved Corrected low volume with EmitSoundToClient VERSION 1.1 ( Linux ) Code Optimizations Added incendiary ammo gunfire sounds |
Re: [L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
I've tested it on L4D2, somehow it starts to crash when i test shoot the shotgun on thirdpersonshoulder. Even i did included the ThirdPersonShoulder_Detect Plugin.
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Re: [L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
I think this plugin is made by DeathChaos. Anyway, nice, will try to test this.
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Re: [L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
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Re: [L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
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Re: [L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
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Re: [L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
Checking for client -1 is not good form, you probably want to change that to client < 1 or client <= 0.
You're also mixing new syntax with old syntax which could cause problems. |
Re: [L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
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Re: [L4D/L4D2] Thirdpersonshoulder Shotgun Sound Fix
How should I make it more clear. You don't check for console (client 0) on line 41. client == 0 is also an invalid client index so it can indeed error out. And all I'm saying is it's better to use just one syntax, especially the new one when you're also enforcing it (#pragma newdecls required). My intention wasn't to be mean, it was just to point out minor mistakes.
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