Override explode?

On Wed, Jul 30, 2008 at 12:26 PM, Yorg Kuijs <[EMAIL PROTECTED]> wrote:

> Jed schreef:
> > I still think you'd be better off just overriding the function that
> > plays the sound in each weapons own class.
> >
> >
> and how do I do that? There isn't a function that plays the sound in its
> own class, the function that plays the sound is EmitSound which is
> location in a function called CBaseGrenade::Explode in
> basegrenade_shared.cpp    THAT is what causes the sound to play when the
> grenade explode, if the EmitSound is moved it doesnt play the sound when
> exploding!
>
> the BaseGrenade.Explode is what is linked to the game_sounds_weapons.txt
> in the scripts folder, in there you can choose what .wav files to play
> if I change those sounds all the grenade sounds would be that, so which
> is why I added EmitSound for HolyGrenade.Explode which has its own .wav
> and that should result in BaseGrenade having sound 1 and
> HolyGrenade/SuperFrag having sound 2.
>
> I believe someone mentioned the weapon scripts files to but the sounds
> you can choose there aren't even played.. EVER they're Special1, Single
> and Double, Single and Double are left with null.wav which is no sound
> and special has a sound but what is Special1? the sound isnt ever played
> when using grenades and changing the sound for it doesn't do a thing
> since it's an action which is never used so the only way to do it is
> through code and the game_sounds_weapons.txt
>
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-- 
-Tony
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