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Fix overlapping footstep sound
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3 changed files with 13 additions and 0 deletions
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@ -124,6 +124,7 @@ public:
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virtual void Simulate( void );
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ) OVERRIDE;
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity ) OVERRIDE;
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
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CNewParticleEffect *SpawnHalloweenSpellFootsteps( ParticleAttachment_t eParticleAttachment, int iHalloweenFootstepType );
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@ -911,6 +911,8 @@ public:
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CTFWeaponBase *Weapon_OwnsThisID( int iWeaponID ) const;
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CTFWeaponBase *Weapon_GetWeaponByType( int iType );
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
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medigun_charge_types GetChargeEffectBeingProvided( void );
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// Achievements
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@ -12720,6 +12720,16 @@ bool CTFPlayer::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon )
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return bCanSwitch;
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}
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void CTFPlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
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{
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#ifdef CLIENT_DLL
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// Don't make predicted footstep sounds in third person, animevents will take care of that.
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if ( prediction->InPrediction() && C_BasePlayer::ShouldDrawLocalPlayer() )
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return;
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#endif
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BaseClass::PlayStepSound( vecOrigin, psurface, fvol, force );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gives the player an opportunity to abort a double jump.
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