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[L4D|L4D2|(Any?)] Automatic Pistols


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Dragokas
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Old 07-09-2020 , 15:17   Re: [L4D|L4D2|(Any?)] Automatic Pistols
Reply With Quote #21

There is some difference between L4D1 and L4D2 precache subsystems.

Maybe, try:
Code:
PrecacheSound("^weapons/pistol/gunfire/pistol_fire.wav", true);
instead of:
Code:
PrecacheSound(SOUND_PISTOL, true);
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 07-09-2020 , 15:51   Re: [L4D|L4D2|(Any?)] Automatic Pistols
Reply With Quote #22

From "Reload Interrupt" plugin:

PHP Code:
    ")weapons/pistol/gunfire/pistol_fire.wav" // L4D2 name

    // L4D1 fix:
    
if( !g_bLeft4Dead2 )
    {
        for( 
int i 0sizeof(g_sWeaponSounds); i++ )
        {
            
g_sWeaponSounds[i][0][0] = '^';
            
g_sWeaponSounds[i][1][0] = '^';
        }
    } 
")" for L4D2, "^" for L4D1.

You can find these in the "game_sounds_weapons.txt" file.
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RAPTORMOOSE
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Join Date: Sep 2011
Location: California
Old 07-11-2020 , 23:46   Re: [L4D|L4D2|(Any?)] Automatic Pistols
Reply With Quote #23

Is there any way to adjust the fire rate of the pistols through this plugin, or is it tied to the weapon.txt?
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Lux
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Join Date: Jan 2015
Location: Cat
Old 07-11-2020 , 23:54   Re: [L4D|L4D2|(Any?)] Automatic Pistols
Reply With Quote #24

Quote:
Originally Posted by RAPTORMOOSE View Post
Is there any way to adjust the fire rate of the pistols through this plugin, or is it tied to the weapon.txt?
yes when not using sourcemod.

no you can use this API in your plugin to do runtime firerate changes, all changes corrects the animation speed of the gun.
https://forums.alliedmods.net/showthread.php?p=2674761

Or simply editing the nextattack entprop at runtime, which has visual bugs depending on what you doing.
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