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Blocking a one of client side sounds


  
 
 
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NiHiLaNTh
Way Past Expiration
Join Date: May 2009
Location: Latvia
Old 04-16-2012 , 04:19   Re: Blocking a one of client side sounds
Reply With Quote #4

I wouldn't be so sure about this...
From cl_dlls/ev_hldm.cpp

Code:
// play a strike sound based on the texture that was hit by the attack traceline.  VecSrc/VecEnd are the
// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
// returns volume of strike instrument (crowbar) to play
float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType )
{
......
        case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2;
        rgsz[0] = "debris/wood1.wav";
        rgsz[1] = "debris/wood2.wav";
        rgsz[2] = "debris/wood3.wav";
        cnt = 3;
        break;
......
}
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Last edited by NiHiLaNTh; 04-16-2012 at 04:19.
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