[QUESTION] Adding a hitsound like in Quake 3 Arena/TF2?

Released modifications for the OpenSpades client.
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Crystalwarrior
Deuce
Posts: 1
Joined: Fri Aug 28, 2015 9:59 am


Alright, so I've done a little digging and found this function in the source code:
https://github.com/yvt/openspades/blob/ ... te.cpp#L70
This function sends the client neccesary data to perform various UI goodness regarding sounds and hit indicator.
Question is, how would I play a hitsound on a succesful enemy hit? Is it even possible to "use" this function without recompiling OpenSpades?
FoobyDude
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 74
Joined: Sun Apr 06, 2014 6:46 pm


Crystalwarrior wrote:
Alright, so I've done a little digging and found this function in the source code:
https://github.com/yvt/openspades/blob/ ... te.cpp#L70
This function sends the client neccesary data to perform various UI goodness regarding sounds and hit indicator.
Question is, how would I play a hitsound on a succesful enemy hit? Is it even possible to "use" this function without recompiling OpenSpades?
I'm no coding genius, but I bet you could have it act as an add-on. If the hit "marker" shows up, it plays a sound from the add-on.
You'd just have to figure out how they display the hit marker upon hits and attach your code in that area, It would be relatively a copy paste job with some adjustments, along side a .png file saying you hit; a sound playing letting your ears know too.
(Don't take my word for it, I don't know how this stuff works entirely)

It'd be funny if it could randomize/cycle through different hit sounds.
Chameleon
Modder
Modder
Posts: 601
Joined: Thu Nov 22, 2012 6:41 pm


You have to rebuild the full source code.
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