Use breakable entity origin and attack trace for breakable surface break sound origin#1875
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DESTROYGIRL
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This works for guns, but for explosives it seems to play the sound at the breaker's eye position
2026-03-20.2-06-57.PM.mp4 |
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This implementation doesn't really account for all of the ways this entity could break so maybe we could get the "real" origin from the bmodel, worldspacecenter or bounding box mins / maxs? Edit: In testing just using |
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replacing info.GetAttacker with info.GetInflictor in a few places solves this problem, though at this point WorldSpaceCenter would be the neater solution |
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Fixes #1870
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