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CrazY.
Veteran Member
Join Date: May 2015
Location: SP, Brazil
Old 08-23-2017 , 18:36   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #31

Here is an example, needs some conditions to avoid problems, but is the base:

Code:
public fw_UpdateClientData_Post(id, sendweapons, cd_handle) {     // Block default sounds and animation of a weapon     set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) } public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2) {     if (((1<<eventid) != g_iEventId))         return FMRES_IGNORED;     if (!(1 <= invoker <= g_MaxPlayers))         return FMRES_IGNORED;     // PlaybackEvent (play custom sounds to all clients, don't only the owner)     playback_event(flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2);     return FMRES_SUPERCEDE; } public fw_PrecacheEvent_Post(type, const name[]) {     if (!equal("events/weapon_event.sc", name))         return;     // Precache gun event     g_iEventId |= (1<<get_orig_retval()) } public fw_Item_Deploy_Post(entity) {     new id = get_pdata_cbase(entity, 41, 4)     // Play 'draw' animation     Util_PlayWeaponAnim(id, 1)     // Play 'draw' sound     emit_sound(id, "weapons/draw.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM) } public fw_Weapon_PrimaryAttack_Post(entity) {     new id = get_pdata_cbase(entity, 41, 4)     // Play 'fire' animation     Util_PlayWeaponAnim(id, 3)     // Play 'fire' sound     emit_sound(id, "weapons/fire.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM) } stock Util_PlayWeaponAnim(id, sequence) {     entity_set_int(id, EV_INT_weaponanim, sequence)     message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = id)     write_byte(sequence)     write_byte(entity_get_int(id, EV_INT_body))     message_end() }
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Last edited by CrazY.; 08-23-2017 at 18:38.
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