This is being used for cheating in Counter-Strike. With a simple script, on
can do a quick weaponswitch and back after a shot. This almost totally
silences the shot. It's -very- effective on the AWM. Either weaponswitching
while reloading should be disabled (but that is a mod specific thing), or
the sound needs to be fixed, like Tony proposes.

Jeroen "ShadowLord" Bogers

----- Original Message -----
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, September 08, 2003 21:16
Subject: [hlcoders] an hl sound bug


I'm not sure which version of hl it started in, but I've really noticed
this lately.. I don't know how easily it can be fixed (or if anyone
there at valve will even fix it, it's just irritating), again this is
another post where that I'm not sure where to send it; so I'm posting it
here since it IS mod related as well.

It seems that any created on the client via the function
gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); uses CHAN_ITEM now, and
ALWAYS kills _ANY_ sound already playing on it. I don't remember this
happening a long time ago. A good example is the Geiger counter, if
you're near radiation, it stomps all over your weapon select on the hud;
which used to ALWAYS play, and the code for it looks the same as it did
back in sdk 1.0.

Even if you cycle weapons, anything on the client using that function
will stomp on the previous sound playing on it. Is it possible to make
it just use the auto channel like I *think* it used to a long time ago?

-omega
http://www.frontline2.com




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