#include "base_cheat.h" #include "hooks.h" #include "settings.h" //eenie meenie miney moe i kepy this in here incase i wanted to ever do something with it i could fix it to match tf2's emitsound but yknow what? i prolly wont watadearhiugaer sorry i spilt water on my desk and smashed my face into the keyboard void __fastcall hooks::emit_sound( void* ecx_, void* edx_, void* filter, int ent, int channel, const char* sound, uint32_t hash, const char* sample, float volume, float attenuation, int seed, int flags, int pitch, const vec3_t* origin, const vec3_t* direction, vec3_t* origins, bool update_pos, float sound_time, int speaker_entry ) { static auto emit_sound_o = cl.m_engine_sound->get_old_function< decltype( &hooks::emit_sound ) >( 5 ); if( !cl.m_panic && origin ) { auto entity = cl.m_entlist( )->get_client_entity< c_base_player >( ent ); if( entity && entity->is_player( ) && entity->ce( )->is_dormant( ) && ent >= 0 && ent <= 64 ) g_cheat.visuals.update_position( ent, *origin ); } if( strstr( sample, xors( "weapon" ) ) && g_settings.misc.no_sound ) volume = 0.f; emit_sound_o( ecx_, 0, filter, ent, channel, sound, hash, sample, volume, attenuation, seed, flags, pitch, origin, direction, origins, update_pos, sound_time, speaker_entry ); }