Ahah! I've finally found it. In player.cpp, change this: void CBasePlayer:nDamagedByExplosion( const CTakeDamageInfo &info ) { float lastDamage = info.GetDamage(); float distanceFromPlayer = 9999.0f; CBaseEntity *inflictor = info.GetInflictor(); if ( inflictor ) { Vector delta = GetAbsOrigin() - inflictor->GetAbsOrigin(); distanceFromPlayer = delta.Length(); } bool ear_ringing = distanceFromPlayer < MIN_EAR_RINGING_DISTANCE ? true : false; bool shock = lastDamage >= MIN_SHOCK_AND_CONFUSION_DAMAGE; Comment the whole shit out! /* if ( !shock && !ear_ringing ) return; int effect = shock ? random->RandomInt( 35, 37 ) : random->RandomInt( 32, 34 ); CSingleUserRecipientFilter user( this ); enginesound->SetPlayerDSP( user, effect, false ); */ } Thanks. ove:
you are a hero dz edit: also you could comment 2 more lines above aswell, but jephir probably saw that already. edit 2: actually you can strip the wohle if further above too, cant you? edit3: ok the whole fuction is quite redundant, so i assume there is code missing?!
:eek: HAIL JEPHIR! No more crusted blood in both ears after a night of empires. Will this maybe even fix the overall high pitch of most sounds ingame? Mootant bragged about that before he stopped being Mootant.
No. It's an old joke about some guy who got to be a dev, but all he could do was change the RPG smoke to purple, and then he just leaked all the code.