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Jump sound


  
 
 
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lazarev
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Join Date: Sep 2008
Old 12-16-2010 , 12:32   Re: Jump sound
Reply With Quote #7

Quote:
Originally Posted by Arkshine View Post
Probably done client-side. You can't block it with a server-side module/plugin.

All the PM_* we can hook, like PM_PlayStepSound() which plays the player's step sound, we can't block it because the same code is running on the client and because of the client prediction we can't block the function. The native set flTimeStepSound to a hight value (999) in a prethink function so PM_UpdateStepSound() will abort because there is a check "flTimeStepSound > 0 return". Now, the problem is PM_PlayStepSound() is called directly in PM_Jump() ( so when do a jump ). I will try a trick.
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