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- --Autofire Soundfix, unofficial hotfix Post-U109
- --edit: 17.10.16 fixed! Sorry, uploaded an old version. Now it ACTUALLY works.
- local base_fire_sound = RaycastWeaponBase._fire_sound
- function RaycastWeaponBase:_fire_sound()
- if self:get_name_id() == "saw" or self:get_name_id() == "saw_secondary" or self:get_name_id() == "m134" or self:get_name_id() == "flamethrower_mk2" or self:get_name_id() == "mg42" then
- base_fire_sound(self)
- end --to delete?
- end
- local old_fire = RaycastWeaponBase.fire
- function RaycastWeaponBase:fire(...)
- local result = old_fire(self, ...)
- if self:get_name_id() == "saw" or self:get_name_id() == "saw_secondary" or self:get_name_id() == "m134" or self:get_name_id() == "flamethrower_mk2" or self:get_name_id() == "mg42" then
- return result
- end
- if result then
- self:play_tweak_data_sound("fire_single", "fire")
- end
- return result
- end
- function RaycastWeaponBase:play_tweak_data_sound(event, alternative_event)
- local sounds = tweak_data.weapon[self._name_id].sounds
- local event = sounds and (sounds[event] or sounds[alternative_event])
- if event then
- self:play_sound(event)
- end
- end
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