Fixed Hook "Shotgun Shot" for CSGO.
Changed the value "SNDPITCH_NORMAL" to 0 to fix fps lag.
This commit is contained in:
Haze1337 2022-08-23 19:21:54 +03:00
parent b9f111e55a
commit eb2a5a3d3b

View File

@ -10,7 +10,7 @@ public Plugin myinfo =
name = "Sound Manager", name = "Sound Manager",
author = "Haze", author = "Haze",
description = "", description = "",
version = "1.0.2", version = "1.0.3",
url = "" url = ""
} }
@ -43,6 +43,8 @@ Handle gH_GetStringID = null;
// Other // Other
int gI_SilentSoundScape = -1; int gI_SilentSoundScape = -1;
int gI_AmbientOffset = 0; int gI_AmbientOffset = 0;
char gS_WeaponID[32];
bool gB_ShouldHookShotgunShot = false; bool gB_ShouldHookShotgunShot = false;
ArrayList gA_LoopingAmbients = null; ArrayList gA_LoopingAmbients = null;
bool gB_EntitiesFound = false; bool gB_EntitiesFound = false;
@ -62,10 +64,12 @@ public void OnPluginStart()
if(gEV_Type == Engine_CSS) if(gEV_Type == Engine_CSS)
{ {
gI_AmbientOffset = 85; gI_AmbientOffset = 85;
FormatEx(gS_WeaponID, sizeof(gS_WeaponID), "m_iWeaponID");
} }
else if(gEV_Type == Engine_CSGO) else if(gEV_Type == Engine_CSGO)
{ {
gI_AmbientOffset = 89; gI_AmbientOffset = 89;
FormatEx(gS_WeaponID, sizeof(gS_WeaponID), "m_weapon");
} }
else else
{ {
@ -187,7 +191,7 @@ public Action OnPlayerRunCmd(int client)
{ {
char sSound[PLATFORM_MAX_PATH]; char sSound[PLATFORM_MAX_PATH];
GetEntPropString(entity, Prop_Data, "m_iszSound", sSound, PLATFORM_MAX_PATH); GetEntPropString(entity, Prop_Data, "m_iszSound", sSound, PLATFORM_MAX_PATH);
EmitSoundToClient(client, sSound, entity, SNDCHAN_STATIC, SNDLEVEL_NONE, SND_STOP, 0.0, SNDPITCH_NORMAL, _, _, _, true); EmitSoundToClient(client, sSound, entity, SNDCHAN_STATIC, SNDLEVEL_NONE, SND_STOP, 0.0, 0, _, _, _, true);
if(gI_Settings[client] & Debug) if(gI_Settings[client] & Debug)
{ {
@ -644,7 +648,7 @@ public Action Hook_ShotgunShot(const char[] te_name, const int[] Players, int nu
TE_WriteVector("m_vecOrigin", vTemp); TE_WriteVector("m_vecOrigin", vTemp);
TE_WriteFloat("m_vecAngles[0]", TE_ReadFloat("m_vecAngles[0]")); TE_WriteFloat("m_vecAngles[0]", TE_ReadFloat("m_vecAngles[0]"));
TE_WriteFloat("m_vecAngles[1]", TE_ReadFloat("m_vecAngles[1]")); TE_WriteFloat("m_vecAngles[1]", TE_ReadFloat("m_vecAngles[1]"));
TE_WriteNum("m_iWeaponID", TE_ReadNum("m_iWeaponID")); TE_WriteNum(gS_WeaponID, TE_ReadNum(gS_WeaponID));
TE_WriteNum("m_iMode", TE_ReadNum("m_iMode")); TE_WriteNum("m_iMode", TE_ReadNum("m_iMode"));
TE_WriteNum("m_iSeed", TE_ReadNum("m_iSeed")); TE_WriteNum("m_iSeed", TE_ReadNum("m_iSeed"));
TE_WriteNum("m_iPlayer", TE_ReadNum("m_iPlayer")); TE_WriteNum("m_iPlayer", TE_ReadNum("m_iPlayer"));