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June 1, 2015 Patch

  • The zombie & humans use the same drown sounds at the moment.
  • Added DrownDying, DrownAir and DrownAirRough.
  • Updated the base HUD texture & positions again, it now has a glow around the xp progress bar!
  • Remade the bullet brass ejection system & logic, it now ejects a unique brass model per weapon and the brass entity can have a unique impact sounds for every surfaceprop.
  • Added foley clothing sounds when walking around with armor. Use Player.Foley_Clothing, Player.Foley_Light_Armor, Player.Foley_Medium_Armor & Player.Foley_Heavy_Armor.
  • Made sure that you play the default step sound if you find a surfaceprop that you don't have any special impact/walk sound for.
  • Added sv_footsteps_debugging which allows the client to figure out which surfaceprop he's walking on and if it has been added to the list of available/checked surfaceprops.
  • sv_footsteps can now be altered, it was hidden before.
  • You can now define the shell type and shell model in the weapon scripts.