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Sound Replace


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allame61
Member
Join Date: Feb 2017
Location: Turkey
Old 06-19-2020 , 08:11   Re: Sound Replace
Reply With Quote #1

Works perfectly. This plugin changes firing sounds of weapons

Code:
#include <amxmodx>
#include <hamsandwich>
#include <fakemeta>
#include <fakemeta_util>
#include <cstrike>
new silahsesler[][][] = {
	{CSW_AK47,"weapons/csgo17/ak47-1.wav",4},
	{CSW_AUG,"weapons/csgo17/aug-3.wav",4},
	{CSW_AWP,"weapons/csgo17/awp_12yn.wav",2},
	{CSW_SG552,"weapons/csgo17/sg552-2.wav",4},
	{CSW_FAMAS,"weapons/csgo17/famas-2.wav",4},
	{CSW_P90,"weapons/csgo17/p90-2.wav",4},
	{CSW_MP5NAVY,"weapons/csgo17/mp5-2.wav",4},
	{CSW_MAC10,"weapons/csgo17/mac10-1.wav",4},
	{CSW_M249,"weapons/csgo17/m249-1.wav",2},
	{CSW_GLOCK18,"weapons/csgo17/glock18-12yn.wav",5},
	{CSW_GALIL,"weapons/csgo17/galil-2.wav",4},
	{CSW_DEAGLE,"weapons/csgo17/deagle_012yn.wav",2},
	{CSW_SCOUT,"weapons/csgo17/scout-2.wav",2},
	{CSW_UMP45,"weapons/csgo17/ump45-2.wav",4},
	{CSW_M3,"weapons/csgo17/m3-2.wav",2},
	{CSW_P228,"weapons/csgo17/scout-2.wav",2},
	{CSW_XM1014,"weapons/csgo17/xm1014-2.wav",2}
}
new const susturuculuusp[] = "weapons/csgo17/susturuculu/usp-2.wav"
new const susturuculum4a1[] = "weapons/csgo17/susturuculu/m4a1-1.wav"
new const susturucusuzusp[] = "weapons/csgo17/susturucusuz/usp_unsil-1.wav"
new const susturucusuzm4a1[] = "weapons/csgo17/susturucusuz/m4a1_unsil-1.wav"
public plugin_precache(){
	for(new i;i<sizeof(silahsesler);i++){
		precache_sound(silahsesler[i][1])	
	}
	precache_sound(susturuculuusp)
	precache_sound(susturuculum4a1)
	precache_sound(susturucusuzusp)
	precache_sound(susturucusuzm4a1)
	
}
public plugin_init(){
	RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack")
	RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
	register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
	register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")
}


public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED
	for(new i;i<sizeof(silahsesler);i++){
		if(get_user_weapon(id) == silahsesler[i][0][0])	
			set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
	}
	if(get_user_weapon(id) == CSW_USP)
		set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
	if(get_user_weapon(id) == CSW_M4A1)
		set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001)
	return FMRES_HANDLED
}
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
	if (!is_user_connected(invoker))
		return FMRES_IGNORED
	static weapon; weapon = fm_find_ent_by_owner(-1, "weapon_m4a1", invoker)
	static weapon2; weapon2 = fm_find_ent_by_owner(-1, "weapon_usp", invoker)
	engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)
	for(new i;i<sizeof(silahsesler);i++){
		if(get_user_weapon(invoker) == silahsesler[i][0][0]){	
			UTIL_PlayWeaponAnimation(invoker, silahsesler[i][2][0])
			emit_sound(invoker, CHAN_WEAPON, silahsesler[i][1], VOL_NORM, 0.2, 0, PITCH_HIGH)
		}
	}
	if(get_user_weapon(invoker) == CSW_M4A1){
		if(cs_get_weapon_silen(weapon)){
			UTIL_PlayWeaponAnimation(invoker, 2)
			emit_sound(invoker, CHAN_WEAPON, susturuculum4a1, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)			
		}else{
			UTIL_PlayWeaponAnimation(invoker, 9)
			emit_sound(invoker, CHAN_WEAPON, susturucusuzm4a1, VOL_NORM, 0.2, 0, PITCH_HIGH)			
		}
	}
	if(get_user_weapon(invoker) == CSW_USP){
		if(cs_get_weapon_silen(weapon2)){
			UTIL_PlayWeaponAnimation(invoker, 2)
			emit_sound(invoker, CHAN_WEAPON, susturuculuusp, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)			
		}else{
			UTIL_PlayWeaponAnimation(invoker, 10)
			emit_sound(invoker, CHAN_WEAPON, susturucusuzusp, VOL_NORM, 0.2, 0, PITCH_HIGH)			
		}
	}
	return FMRES_SUPERCEDE
}
stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
{
	set_pev(Player, pev_weaponanim, Sequence)
	
	message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
	write_byte(Sequence)
	write_byte(pev(Player, pev_body))
	message_end()
}

public fw_TraceAttack(Victim, Attacker, Float:Damage, Float:Direction[3], Ptr, DamageBits)
{
	static Float:flEnd[3], Float:vecPlane[3]
	get_tr2(Ptr, TR_vecEndPos, flEnd)
	get_tr2(Ptr, TR_vecPlaneNormal, vecPlane)
	if(!is_user_alive(Victim))
	{
		Make_BulletHole(Attacker, flEnd, Damage)
	}
	return HAM_IGNORED
}
stock Make_BulletHole(id, Float:Origin[3], Float:Damage)
{
	static Decal; Decal = random_num(41, 45)
	static LoopTime;
	
	if(Damage > 100.0) LoopTime = 2
	else LoopTime = 1
	
	for(new i = 0; i < LoopTime; i++)
	{
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_WORLDDECAL)
		engfunc(EngFunc_WriteCoord, Origin[0])
		engfunc(EngFunc_WriteCoord, Origin[1])
		engfunc(EngFunc_WriteCoord, Origin[2])
		write_byte(Decal)
		message_end()
		
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_GUNSHOTDECAL)
		engfunc(EngFunc_WriteCoord, Origin[0])
		engfunc(EngFunc_WriteCoord, Origin[1])
		engfunc(EngFunc_WriteCoord, Origin[2])
		write_short(id)
		write_byte(Decal)
		message_end()
	}
}

Last edited by allame61; 06-19-2020 at 08:12. Reason: topic
allame61 is offline
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