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game/quiver/info_changelog.txt

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@@ -81,6 +81,8 @@ Added the following Source SDK Pull Requests:
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- #1524: Fix Eureka Effect menu reopening
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- #1526: Fix Client Crashes from Invalid Banner model indexes
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- #1525: Add more functionality to Input<name>() callback in VScript
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- #1528: Add a non full charge sound check to tf_weapon_sniperrifle.cpp
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- #1529: Add DevMsgs for returns in CBaseCombatWeapon::WeaponSound
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Details:
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- Fixed a bug where the mini-crit damage effect doesn't show up when your shield breaks.

src/game/shared/basecombatweapon_shared.cpp

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@@ -1923,13 +1923,29 @@ void CBaseCombatWeapon::WeaponSound( WeaponSound_t sound_type, float soundtime /
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// If we have some sounds from the weapon classname.txt file, play a random one of them
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const char *shootsound = GetShootSound( sound_type );
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#ifdef BDSBASE
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if (!shootsound || !shootsound[0])
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{
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DevMsg("No shoot sound for weapon %s\n", GetClassname());
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return;
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}
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#else
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if ( !shootsound || !shootsound[0] )
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return;
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#endif
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CSoundParameters params;
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#ifdef BDSBASE
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if (!GetParametersForSound(shootsound, params, NULL))
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{
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DevMsg("No parameters for shoot sound %s\n", shootsound);
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return;
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}
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#else
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if ( !GetParametersForSound( shootsound, params, NULL ) )
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return;
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#endif
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if ( params.play_to_owner_only )
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{

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