Option for Water Pistol & Water Gun

so i thought it would be straightforward just duplicate the section that controls the waterjug and adapt it to other containers, it kinda worked but whenever you fill pistol/gun past its vanilla capacity an error about sounds starts popping up

https://pastebin.com/U1Mh5skv

i didn't feel like it would be right to submit it as a patch since theres a visible error code on the left side of the client screen even though it does increase the capacity correctly...

i'm not really seeing any issues either :p

yea it gives you this short 1 line error in the console the full wall of text is only really shown in game, i copied it line for line for you just incase it might help you see what the issue is

C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(341) : Error executing result (An invalid seek position was passed to this function. )
BaseLiquidVessel:StartFillingSounds(Boolean)
BaseLiquidVessel:OnRPCMessage(BasePlayer, Uint32, Message)
LiquidWeapon:OnRPCMessage(BasePlayer, Uint32, Message)
BaseEntity:CL_OnRPCMessage(BasePlayer, Uint32, Message)
Client:OnRPCMessage(Message)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessages()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()

from what i can gather the error is stemming from how the fill sound was coded by facepunch for the water pistol/gun i tried searching around the RustAPI for anything related to StartFillingSounds, BaseLiquidVessel and LiquidWeapon but nothing really helpful came up, my guess is there would need to be a function scripted in that stops the fill sound for those two vessels when they pass their vanilla capacity, i get how that would work a simple recheck function but i don't know the hooks for dealing with those functions at the moment.

I tried to figure it out but don't see solution atm