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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 06-08-2013 , 09:45   Re: [CS:GO] Hitsounds
Reply With Quote #3

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Originally Posted by RedSword View Post
I don't see anything not following the standard. Approved.
Thanks!
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do you know if "playgamesound" command apply only to GCF'ed audio files ? It's an interesting discovery D:
I've not tried it yet with custom sounds (mostly due to the fact that Valve has, for some reason, decided to screw over most custom content for CS:GO) but I'd take the Wiki's word for it that you can only use "play" with custom sounds, unless you want to mess with the stringtables.
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When using GetVectorDistance, put 3rd arg to true; but the don't forget to compare it to a squared value. (Sin/Cos/SQRoot are heavy math functions; as they are recursive; when using GetVectorDistance a SQRoot is done at the end; which can be avoided with that 3rd arg.; Similar to calculating a 3rd side of a square-triangle; 3^2 + 4^2 ==> SQRoot(25)).
Hm, I never thought it was that expensive, especially since in most cases there should only be one or two active smoke screens at most in the whole map...but I guess changing it to squared couldn't hurt.
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You could remove FCVAR_REPLICATED as it can give error in the client console.
I'll make a mental note to stop doing that in all of my plugins
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