Possible hack, could you stop the footstep sounds per tick? Just  
calling the stop sound engine function? As it stands the sounds just  
play when a footstep is determined, no override command I don't think.

On Mar 31, 2009, at 3:55 PM, Riley DaFox <[email protected]> wrote:

>
> Sorry for bringing up such an old topic but is there any way to  
> disable footsteps
> per player via a server plugin yet? In CS:S.
>
> DaFox
>
> -----Original Message-----
> From: hlcoders-admin at list.valvesoftware.com
> [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
> Sent: Tuesday, February 01, 2005 8:15 PM
> To: hlcoders at list.valvesoftware.com
> Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime
>
>
> Thanks so much, I appreciate the help.  I think in a worse case  
> scenario the
> function that actually plays the sound could be "hooked" from the  
> vtable, of
> course I would have to learn how to do this :P
>
> Thanks again,
> Josh
>
> -----Original Message-----
> From: hlcoders-admin at list.valvesoftware.com
> [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn  
> Bernier
> Sent: Tuesday, February 01, 2005 8:15 PM
> To: hlcoders at list.valvesoftware.com
> Cc: Alfred Reynolds
> Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime
>
> I don't think there's a clean way for a mod to do this.
>
> I think you could probably twiddle the sv_footsteps value from the
> plugin, but you'd have to be able to do two things:
>
> 1)  Get called just before a certain user's CUserCmds are read and
> processed
> 2)  Set the value of sv_footsteps on the server only.  To do this,  
> you'd
> need to be able to temporarily remove the FCVAR_REPLICATED flag from  
> the
> convar from the plugin, otherwise you would flood all players with the
> changes sv_footsteps value, which you wouldn't want most likely.  This
> would imply that there's a second call just after CUserCmd's are read
> and processed, allowing you to restore state
>
> This still wouldn't solve the problem of turning off predicted  
> footsteps
> since they would depend on the value of the replicated sv_footsteps
> ConVar.
>
> Anyway, it might be easier for us to add some kind of "Enable  
> Footsteps"
> API to the plugin interface.  I'll pass this along to Alfred for
> consideration.
>
> Yahn
>
> -----Original Message-----
> From: hlcoders-admin at list.valvesoftware.com
> [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
> Sent: Tuesday, February 01, 2005 5:03 PM
> To: hlcoders at list.valvesoftware.com
> Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime
>
> Yea I would know how to do it on a mod :P  I just need it for a server
> plugin.
>
> Josh
>
> -----Original Message-----
> From: hlcoders-admin at list.valvesoftware.com
> [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn  
> Bernier
> Sent: Tuesday, February 01, 2005 5:09 PM
> To: hlcoders at list.valvesoftware.com
> Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime
>
> For a mod, you can (in order of preference)
>
> 1.   add accessor methods to CBaseEntity
> (SetStepSoundTime/GetStepSoundTime)
> 2.   make m_flStepSoundTime a public: data member
> 3.   make whatever is modifying it a "friend" to CBaseEntity
>
> Of course, doing any of this from a plugin is dicey since you don't  
> know
> the data layout for any entities and you don't have access to every
> mod's version of CBaseEntity.
>
> Yahn
>
> -----Original Message-----
> From: hlcoders-admin at list.valvesoftware.com
> [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
> Sent: Tuesday, February 01, 2005 1:54 PM
> To: hlcoders at list.valvesoftware.com
> Subject: [hlcoders] Getting access to change m_flStepSoundTime
>
> Ok this is either a question or a request.  I would like to be able to
> access/change m_flStepSoundTime, but it is a protected value.  I  
> noticed
> there is a SetSwimSoundTime function and was wondering if there is one
> that allows us to set m_flStepSoundTime?
>
> I would really like to be able to change this value (mainly to disable
> footsteps per player) on a server plugin.  This was possible in HL1.
>
> Josh
>
>
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