From 8d844a1764d60cb0f8c668171d9c56bd33a1caba Mon Sep 17 00:00:00 2001 From: Roman Chistokhodov Date: Mon, 6 Jun 2022 18:49:48 +0300 Subject: [PATCH] Fix Gauss sound not stopping when players are not in the PAS. https://github.com/ValveSoftware/halflife/issues/3233 (#254) --- dlls/gauss.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/gauss.cpp b/dlls/gauss.cpp index 6c4c0a08..fb512757 100644 --- a/dlls/gauss.cpp +++ b/dlls/gauss.cpp @@ -391,7 +391,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) // It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client // It's sent reliably anyway, which could lead to other delays - PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); + PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); /*ALERT( at_console, "%f %f %f\n%f %f %f\n", vecSrc.x, vecSrc.y, vecSrc.z,