Block weapon pickup sound if shield is disallowed in CS_OnBuy forward.
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63774d75f3
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@ -36,6 +36,8 @@ CDetour *AddAccountDetour = NULL;
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int CurrentItemId = 0;
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StringHashMap<int> ItemAliasList;
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extern enginefuncs_t *g_pengfuncsTable;
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void InitializeHacks()
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{
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#if defined AMD64
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@ -69,6 +71,21 @@ const char *CMD_ARGV(int i)
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return g_engfuncs.pfnCmd_Argv(i);
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}
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void OnEmitSound(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch)
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{
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// If shield is blocked with CS_OnBuy, we need to block the pickup sound as well played right after.
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// Why this sound is not contained in GiveShield()?
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g_pengfuncsTable->pfnEmitSound = NULL;
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if (CurrentItemId == 0 && strcmp(sample, "items/gunpickup2.wav") == 0) // Safety checks.
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{
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RETURN_META(MRES_SUPERCEDE);
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}
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RETURN_META(MRES_IGNORED);
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}
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DETOUR_DECL_STATIC1(C_ClientCommand, void, edict_t*, pEdict) // void ClientCommand(edict_t *pEntity)
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{
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const char *command = CMD_ARGV(0);
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@ -213,6 +230,12 @@ DETOUR_DECL_MEMBER2(AddAccount, void, int, amount, bool, bTrackChange) // void C
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{
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DETOUR_MEMBER_CALL(AddAccount)(amount, bTrackChange);
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}
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// Shield is blocked.
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// We need to hook EmitSound to block pickup sound played right after.
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else if (CurrentItemId == CSI_SHIELDGUN)
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{
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g_pengfuncsTable->pfnEmitSound = OnEmitSound;
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}
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// Let's reset this right away to avoid issues.
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CurrentItemId = 0;
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