Open afwn90cj93201nixr2e1re opened 5 years ago
@kisak-valve add feature
Shot sound's are noisy. At the moment we can just block all event's, for block sound effects and not to see the weapon animation's.
#include "main.h"
extern cvar_t *events_block;
pfnEventMsgHook pEvent_usp;
pfnEventMsgHook pEvent_glock;
pfnEventMsgHook pEvent_ak47;
pfnEventMsgHook pEvent_aug;
pfnEventMsgHook pEvent_awp;
pfnEventMsgHook pEvent_createexplo;
pfnEventMsgHook pEvent_deagle;
pfnEventMsgHook pEvent_elite_left;
pfnEventMsgHook pEvent_elite_right;
pfnEventMsgHook pEvent_famas;
pfnEventMsgHook pEvent_fiveseven;
pfnEventMsgHook pEvent_g3sg1;
pfnEventMsgHook pEvent_galil;
pfnEventMsgHook pEvent_m3;
pfnEventMsgHook pEvent_m4a1;
pfnEventMsgHook pEvent_m249;
pfnEventMsgHook pEvent_mac10;
pfnEventMsgHook pEvent_mp5n;
pfnEventMsgHook pEvent_p90;
pfnEventMsgHook pEvent_p228;
pfnEventMsgHook pEvent_sg550;
pfnEventMsgHook pEvent_sg552;
pfnEventMsgHook pEvent_tmp;
pfnEventMsgHook pEvent_ump45;
pfnEventMsgHook pEvent_scout;
pfnEventMsgHook pEvent_vehicle;
pfnEventMsgHook pEvent_xm1014;
pfnEventMsgHook pEvent_knife;
pfnEventMsgHook pEvent_createsmoke;
void Event_createsmoke(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_createsmoke(args); } }
void Event_knife(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_knife(args); } }
void Event_usp(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_usp(args); } }
void Event_ak47(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_ak47(args); } }
void Event_aug(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_aug(args); } }
void Event_awp(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_awp(args); } }
void Event_createexplo(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_createexplo(args); } }
void Event_deagle(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_deagle(args); } }
void Event_elite_left(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_elite_left(args); } }
void Event_elite_right(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_elite_right(args); } }
void Event_famas(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_famas(args); } }
void Event_fiveseven(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_fiveseven(args); } }
void Event_g3sg1(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_g3sg1(args); } }
void Event_galil(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_galil(args); } }
void Event_glock(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_glock(args); } }
void Event_m3(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_m3(args); } }
void Event_m4a1(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_m4a1(args); } }
void Event_m249(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_m249(args); } }
void Event_mac10(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_mac10(args); } }
void Event_mp5n(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_mp5n(args); } }
void Event_p90(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_p90(args); } }
void Event_p228(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_p228(args); } }
void Event_scout(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_scout(args); } }
void Event_sg550(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_sg550(args); } }
void Event_sg552(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_sg552(args); } }
void Event_tmp(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_tmp(args); } }
void Event_ump45(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_ump45(args); } }
void Event_vehicle(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_vehicle(args); } }
void Event_xm1014(struct event_args_s *args) { if (events_block->value > 0) {} else { pEvent_xm1014(args); } }
pEventMsgBase = (PEventMsg)offset.FindEventMsgBase();
pEvent_usp = HookEventMsg("events/usp.sc", Event_usp);
pEvent_ak47 = HookEventMsg("events/ak47.sc", Event_ak47);
pEvent_aug = HookEventMsg("events/aug.sc", Event_aug);
pEvent_awp = HookEventMsg("events/awp.sc", Event_awp);
pEvent_createexplo = HookEventMsg("events/createexplo.sc", Event_createexplo);
pEvent_deagle = HookEventMsg("events/deagle.sc", Event_deagle);
pEvent_elite_left = HookEventMsg("events/elite_left.sc", Event_elite_left);
pEvent_elite_right = HookEventMsg("events/elite_right.sc", Event_elite_right);
pEvent_famas = HookEventMsg("events/famas.sc", Event_famas);
pEvent_fiveseven = HookEventMsg("events/fiveseven.sc", Event_fiveseven);
pEvent_g3sg1 = HookEventMsg("events/g3sg1.sc", Event_g3sg1);
pEvent_galil = HookEventMsg("events/galil.sc", Event_galil);
pEvent_glock = HookEventMsg("events/glock18.sc", Event_glock);
pEvent_m3 = HookEventMsg("events/m3.sc", Event_m3);
pEvent_m4a1 = HookEventMsg("events/m4a1.sc", Event_m4a1);
pEvent_m249 = HookEventMsg("events/m249.sc", Event_m249);
pEvent_mac10 = HookEventMsg("events/mac10.sc", Event_mac10);
pEvent_mp5n = HookEventMsg("events/mp5n.sc", Event_mp5n);
pEvent_p90 = HookEventMsg("events/p90.sc", Event_p90);
pEvent_p228 = HookEventMsg("events/p228.sc", Event_p228);
pEvent_scout = HookEventMsg("events/scout.sc", Event_scout);
pEvent_sg550 = HookEventMsg("events/sg550.sc", Event_sg550);
pEvent_sg552 = HookEventMsg("events/sg552.sc", Event_sg552);
pEvent_tmp = HookEventMsg("events/tmp.sc", Event_tmp);
pEvent_ump45 = HookEventMsg("events/ump45.sc", Event_ump45);
pEvent_vehicle = HookEventMsg("events/vehicle.sc", Event_vehicle);
pEvent_xm1014 = HookEventMsg("events/xm1014.sc", Event_xm1014);
// pEvent_knife = HookEventMsg("events/knife.sc", Event_knife);
// pEvent_createsmoke = HookEventMsg("events/createsmoke.sc", Event_createsmoke);
There must be more customization cvar's in new release. @mikela-valve
What would be the point in disabling them? I don't see how this would add to the game in any way.
Seems you never played 32/32 on cs 1.6 server's.
Shot sound's are noisy. At the moment we can just block all event's, for block sound effects and not to see the weapon animation's.
FPS improvment's. Also more fps improvment's when sound's disabled. And clear event's sounds only, like player's walk/hurt, bomb planting and other game event's.
Shot sound's are noisy. At the moment we can just block all event's, for block sound effects and not to see the weapon animation's.
FPS improvment's. Also more fps improvment's when sound's disabled. And clear event's sounds only, like player's walk/hurt, bomb planting and other game event's.
It is a part of gameplay, idk why you need such "fps improvements" in 20 years old game
Coz sometime's video driver's auto switch current video cart for app to integrated.
You should be able to use your GPU's control panel to force which one gets used.
New driver's doesn't support switch in some application's, old driver's doesn't work on win 10. I know all 'bout this features.
Sounds like you should be reporting this as a bug for the control panel software then.
They know 'bout it since 2015. There are no change's.
And event's must be more customizable than now, 'coz they are hardcoded. https://github.com/FWGS/cs16-client/blob/v1.32/cl_dll/events/event_ak47.cpp
Can you give details about your video card, like make and model so we can see if anything can be done about this in the engine?
As far as event customization goes, all events are hardcoded in GoldSource engine games. They're not supposed to be customizable because that would allow for abuse, like increasing sound volume to bypass things like silencers.
Add event_shots_sound 0/1 which gonna enable/disable weapon shot's sound's. Add event_weapon_anim 0/1 which gonna enable/disable weapon animation at deploy/drop/shot's.