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cl_dll: events: ev_cs16: remove unused sound#325

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a1batross merged 1 commit into
Velaron:mainfrom
GLoOoccK:EV_HLDM_GunshotDecalTrace
May 2, 2026
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cl_dll: events: ev_cs16: remove unused sound#325
a1batross merged 1 commit into
Velaron:mainfrom
GLoOoccK:EV_HLDM_GunshotDecalTrace

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@GLoOoccK
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When playing Counter-Strike 1.6 on Steam, the sound weapons/ric_conc-2.wav does not exist. Since it is present in CS16Client, it may cause inconsistencies when playing on competitive servers.

#323

@Vladislav4KZ
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it may cause inconsistencies when playing on competitive servers.

Far-fetched. Removing a single sound will not eliminate "inconsistencies on competitive servers" between clients.
Ricochet sounds are selected client-side using Com_RandomLong(), which relies on each client's local random number generator.

Because of this, for the same bullet impact, client A might hear ric1.wav while client B hears ric3.wav.

Since impact sounds already differ across clients, and the file ric_conc-2.wav is an original part of the game, there is no justified reason to remove it.

@GLoOoccK
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The issue is that this sound only exists in CS16Client. When you're used to playing CS 1.6 on Steam and then switch to CS16Client, you hear this strange sound constantly, which ends up disrupting the immersion.

@yumirak
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yumirak commented Apr 19, 2026

To be honest, my problem with ric_conc-2.wav is so irritating when wallbanging, nothing more.
Also

file ric_conc-2.wav is an original part of the game, there is no justified reason to remove it

Original CS went from a lot of version that they may forget to remove it and became unused. Glock burst fire glock18-1.wav is no longer used but it still there. (New issue ?)

@a1batross
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Glock burst fire glock18-1.wav is no longer used but it still there

I used it because I liked how it sounds compared to normal glock shots played three times in parallel.

@a1batross
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I think, the sounds debate can be resolved if somebody looks into decompiled code.

@yumirak
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yumirak commented Apr 20, 2026

This is decompiled code from IDA, i think he is right.

Code
  v4 = gEngfuncs.pfnRandomLong(0, 0x7FFF);
  if ( v4 <= 16382 )
  {
    if ( cTextureType == 77 || cTextureType == 86 )
    {
      if ( (v4 & 1) != 0 )
        v11 = "weapons/ric_metal-1.wav";
      else
        v11 = "weapons/ric_metal-2.wav";
LABEL_15:
      ((void (__cdecl *)(int, float *, _DWORD, const char *, int, int, _DWORD, int))gEngfuncs.pEventAPI->EV_PlaySound)(
        -1,
        endpos,
        0,
        v11,
        1065353216,
        1061997773,
        0,
        100);
    }
    else
    {
      switch ( v4 % 6 )
      {
        case 0:
          v11 = "weapons/ric1.wav";
          goto LABEL_15;
        case 1:
          v11 = "weapons/ric2.wav";
          goto LABEL_15;
        case 2:
          v11 = "weapons/ric3.wav";
          goto LABEL_15;
        case 3:
          v11 = "weapons/ric4.wav";
          goto LABEL_15;
        case 4:
          v11 = "weapons/ric5.wav";
          goto LABEL_15;
        case 5:
          v11 = "weapons/ric_conc-1.wav";
          goto LABEL_15;
        default:
          break;
      }
    }
  }

@GLoOoccK
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GLoOoccK commented May 2, 2026

@a1batross

@a1batross
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If @Vladislav4KZ approves this change, I will merge it.

@a1batross a1batross merged commit 93acddf into Velaron:main May 2, 2026
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@GLoOoccK GLoOoccK deleted the EV_HLDM_GunshotDecalTrace branch May 2, 2026 19:11
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4 participants