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Weapon sounds now work on dedicated servers #162

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Feb 15, 2021
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whitespace revert
  • Loading branch information
TomyLobo committed Feb 13, 2021
commit c264c429b3793b30ce4a38bf2498b1f33247e65b
10 changes: 7 additions & 3 deletions mp/src/game/shared/sdk/sdk_fx_shared.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -170,7 +170,7 @@ void FX_FireBullets(
iMode,
iSeed,
flSpread
);
);
#endif

iSeed++;
Expand All @@ -180,16 +180,20 @@ void FX_FireBullets(

WeaponSound_t sound_type = SINGLE;

if (bDoEffects)
if ( bDoEffects)
{
#ifdef CLIENT_DLL
if (pPlayer)
pPlayer->m_flMuzzleFlashYaw = random->RandomFloat(0, 360);
//ProjectedLightEffectManager( iPlayerIndex ).TriggerMuzzleFlash();
#endif
FX_WeaponSound(iPlayerIndex, sound_type, vOrigin, pWeaponInfo);

FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo );
}


// Fire bullets, calculate impacts & effects

if ( !pPlayer )
return;

Expand Down