AddCSLuaFile() --[[local MW_REVERB_SOUNDS = { ["default"] = { Outside = { Layer = "Atmo_AR.Outside", Reflection = "Reflection_AR.Outside", }, Inside = "Atmo_AR.Inside", }, ["assault_rifle_1"] = { Outside = { Layer = "Atmo_AR.Outside", Reflection = "Reflection_AR.Outside", }, Inside = "Atmo_AR.Inside", }, ["assault_rifle_2"] = { Outside = { Layer = "Atmo_AR2.Outside", Reflection = "Reflection_AR.Outside", }, Inside = "Atmo_AR.Inside", }, ["assault_rifle_3"] = { Outside = { Layer = "Atmo_AR3.Outside", Reflection = "Reflection_AR.Outside", }, Inside = "Atmo_AR.Inside", }, ["assault_rifle_4"] = { Outside = { Layer = "Atmo_AR4.Outside", Reflection = "Reflection_AR.Outside", }, Inside = "Atmo_AR.Inside", }, ["assault_rifle_5"] = { Outside = { Layer = "Atmo_AR6.Outside", Reflection = "Reflection_AR.Outside", }, Inside = "Atmo_AR.Inside", }, ["pistol"] = { Outside = { Layer = "Atmo_Pistol.Outside", Reflection = "Reflection_Pistol.Outside", }, Inside = "Atmo_Pistol.Inside", }, ["suppressed_pistol"] = { Outside = { Layer = "Atmo_Pistol_Sup.Outside", Reflection = "Reflection_Pistol.Outside", }, Inside = "Atmo_Pistol_Sup.Inside", }, ["suppressed_assault_rifle"] = { Outside = { Layer = "Atmo_AR2_Sup.Outside", Reflection = "Reflection_Rifle.Outside", }, Inside = "Atmo_AR_Sup.Inside", }, ["pistol_heavy"] = { Outside = { Layer = "Atmo_Pistol_Mag2.Outside", Reflection = "Reflection_Pistol.Outside", }, Inside = "Atmo_Shotgun.Inside", }, ["smg"] = { Outside = { Layer = "Atmo_SMG.Outside", Reflection = "Reflection_Pistol.Outside", }, Inside = "Atmo_SMG.Inside", }, ["shotgun"] = { Outside = { Layer = "Atmo_Shotgun.Outside", Reflection = "Reflection_Shotgun.Outside", }, Inside = "Atmo_Shotgun.Inside", }, ["sniper"] = { Outside = { Layer = "Atmo_Sniper.Outside", Reflection = "Reflection_Sniper.Outside", }, Inside = "Atmo_Sniper.Inside", }, ["LMG"] = { Outside = { Layer = "Atmo_LMG.Outside", Reflection = "Reflection_AR.Outside", }, Inside = "Atmo_LMG.Inside", }, ["DMR"] = { Outside = { Layer = "Atmo_DMR.Outside", Reflection = "Reflection_Sniper.Outside", }, Inside = "Atmo_Sniper.Inside", }, ["RPG"] = { Outside = { Layer = "Atmo_RPG.Outside", Reflection = "Atmo_RPG.Outside", }, Inside = "Atmo_RPG.Outside", }, }]] --IM LEAVING THESE HERE FOR REFERENCE function SWEP:HandleReverb() if (!IsValid(self:GetOwner()) || !IsFirstTimePredicted()) then return end if (self.Reverb == nil) then return end local layer = "" local reflection = "" if self.Reverb.Sounds then local outside = self.LastReverbState if (outside) then layer = self.Reverb.Sounds.Outside.Layer reflection = self.Reverb.Sounds.Outside.Reflection else layer = self.Reverb.Sounds.Inside.Layer != nil && self.Reverb.Sounds.Inside.Layer || self.Reverb.Sounds.Inside reflection = self.Reverb.Sounds.Inside.Reflection != nil && self.Reverb.Sounds.Inside.Reflection || "" end if layer != "" then if (!game.SinglePlayer()) then self:EmitSound(layer) else self:GetOwner():SendLua("LocalPlayer():EmitSound('"..layer.."')") end end if reflection != "" then if (!game.SinglePlayer()) then self:EmitSound(reflection) else self:GetOwner():SendLua("LocalPlayer():EmitSound('"..reflection.."')") end end end end function SWEP:CreateAndResumeReverbJob() if (self.ReverbJob == nil) then self.ReverbJob = coroutine.create(function() while (true) do self:mg_IsPlayerReverbOutside() end end) end local success, yield = coroutine.resume(self.ReverbJob) if (yield != nil) then self.LastReverbState = yield end --self.LastReverbState = true end