Gunshot impacts aren't possible without removing weapon prediction.Ahhh I see. That's a darn shame, I loved that sound lol. And you're once again an absolute legend for adding that bunnyhop cvar. I made a video about your unified SDK btw, just released it today. https://www.youtube.com/watch?v=EzvoI6nFvf8
You can, but the client is playing sounds as well so you'll end up playing them twice.But the bullet hit flesh sound doesn't play either way, it's never called, so if you call TEXTURETYPE_PlaySound it will play the correct flesh hit sound?
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
inside the switch statement, no? All the appropriate variables are needed for the call, the traceresult knows the entity that was hittr
variable?In SDK 2.2 the code to handle bullets was split into a monster-only and a player-only version. The monster-only version still has the hit sound code:I was reading the code for this Solo, and in both cases for monster and player, they both have this line inside of the
https://github.com/SamVanheer/Half-Life-Tools-Backup/blame/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/dlls/combat.cpp#L1456
The player-only one does not:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blame/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/dlls/combat.cpp#L1551-L1553
The sounds are played on the client side for players:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blob/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/cl_dll/ev_hldm.cpp#L413-L418
But since the client doesn't know what exactly is getting hit it can only handle sounds properly for players and the world:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blob/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/cl_dll/ev_hldm.cpp#L115-L151
For reference, the server's version:
https://github.com/SamVanheer/Half-Life-Tools-Backup/blob/10b7ac15af91e50dad170af48bf77dcdf18dadf6/src/dlls/sound.cpp#L1646-L1651
if (iDamage)
statementTEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
in the if (iDamage)
statement, but not in the switch statement in the case of BULLET_PLAYER_9MM
?If you switch to the D3D renderer in WON it'll do the same thing.I was rendering the WON version just now in OpenGL, which is what I use on Steam too. Hmm. Sven Coop also uses the WON style crosshair lol.
He must be either the best troll I've ever seen, or the worst mapper in the universe.are you talking about me? because you're saying he and i don't know who your talking about because that's not BAD mapping of mine.[quote]He must be either the best troll I've ever seen, or the worst mapper in the universe.