Release Hit sounds
#1
Another old thing, better sounds when hiting, but badass and sometimes unrealistic, OMA . Save as _damagefeedback.gsc and paste it inside gametypes folder

Code:
init() { precacheShader("damage_feedback"); precacheShader("damage_feedback_j"); precacheShader("damage_feedback_endgame"); precacheShader("scavenger_pickup"); level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill("connected", player); player.hud_damagefeedback = newClientHudElem(player); player.hud_damagefeedback.horzAlign = "center"; player.hud_damagefeedback.vertAlign = "middle"; player.hud_damagefeedback.x = -12; player.hud_damagefeedback.y = -12; player.hud_damagefeedback.alpha = 0; player.hud_damagefeedback.archived = true; player.hud_damagefeedback setShader("damage_feedback", 24, 48); } } updateDamageFeedback( typeHit ) { if ( !isPlayer( self ) ) return; x = -12; y = -12; if ( getDvarInt( "camera_thirdPerson" ) ) yOffset = self GetThirdPersonCrosshairOffset() * 240; else yOffset = getdvarfloat( "cg_crosshairVerticalOffset" ) * 240; if ( level.splitscreen ) yOffset *= 0.5; feedbackDurationOverride = 0; startAlpha = 1; if ( typeHit == "hitBodyArmor" ) { self.hud_damagefeedback setShader("damage_feedback_j", 24, 48); self playlocalsound("generic_death_russian_2"); // TODO: change sound? } else if ( typeHit == "hitEndGame" ) { self.hud_damagefeedback setShader("damage_feedback_endgame", 24, 48); self playlocalsound("generic_death_russian_2"); } else if ( typeHit == "stun" ) { return; } else if ( typeHit == "none" ) { return; } else if ( typeHit == "scavenger" && !level.hardcoreMode ) { x = -36; y = 32; self.hud_damagefeedback setShader("scavenger_pickup", 64, 32); feedbackDurationOverride = 2.5; } else { self.hud_damagefeedback setShader("damage_feedback", 24, 48); self playlocalsound("generic_death_russian_2"); } self.hud_damagefeedback.alpha = startAlpha; if ( feedBackDurationOverride != 0 ) self.hud_damagefeedback fadeOverTime(feedbackDurationOverride); else self.hud_damagefeedback fadeOverTime(1); self.hud_damagefeedback.alpha = 0; // only update hudelem positioning when necessary if ( self.hud_damagefeedback.x != x ) self.hud_damagefeedback.x = x; y = y - int( yOffset ); if ( self.hud_damagefeedback.y != y ) self.hud_damagefeedback.y = y; }
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