mp/src/game/shared/sdk/sdk_fx_shared.cpp
void FX_WeaponSound(
		int iPlayerIndex,
		WeaponSound_t sound_type,
		const Vector &vOrigin,
		CSDKWeaponInfo *pWeaponInfo )
	{

		// If we have some sounds from the weapon classname.txt file, play a random one of them
		const char *shootsound = pWeaponInfo->aShootSounds[ sound_type ]; 
		if ( !shootsound || !shootsound[0] )
			return;

		CBroadcastRecipientFilter filter; // this is client side only
		if ( !te->CanPredict() )
			return;
				
		CBaseEntity::EmitSound( filter, iPlayerIndex, shootsound, &vOrigin ); 
	}
// this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
this is a cheap ripoff from CBaseCombatWeapon::WeaponSound().
this is a cheap ripoff from CBaseCombatWeapon :: WeaponSound () .
void FX_WeaponSound(
		int iPlayerIndex,
		WeaponSound_t sound_type,
		const Vector &vOrigin,
		CSDKWeaponInfo *pWeaponInfo )
	{
		const char *shootsound = pWeaponInfo->aShootSounds[ sound_type ]; 
		if ( !shootsound || !shootsound[0] )
			return;
		CBroadcastRecipientFilter filter; 
		if ( !te->CanPredict() )
			return;
		CBaseEntity::EmitSound( filter, iPlayerIndex, shootsound, &vOrigin ); 
	}
void FX_WeaponSound ( int iPlayerIndex , WeaponSound_t sound_type , const Vector & vOrigin , CSDKWeaponInfo * pWeaponInfo ) { const char * shootsound = pWeaponInfo -> aShootSounds [ sound_type ] ; if ( ! shootsound || ! shootsound [ 0 ] ) return ; CBroadcastRecipientFilter filter ; if ( ! te -> CanPredict ( ) ) return ; CBaseEntity :: EmitSound ( filter , iPlayerIndex , shootsound , & vOrigin ) ; }
this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
this is a cheap ripoff from CBaseCombatWeapon :: WeaponSound () :
// If we have some sounds from the weapon classname.txt file, play a random one of them // this is client side only