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@ -1832,11 +1832,11 @@ void EV_FireAP9( event_args_t *args )
@@ -1832,11 +1832,11 @@ void EV_FireAP9( event_args_t *args )
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if( gEngfuncs.GetMaxClients() > 1 ) |
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{ |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 ); |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 ); |
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} |
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else |
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{ |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 ); |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AP9, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 ); |
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} |
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} |
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//======================
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@ -1901,7 +1901,7 @@ void EV_FireTaurus( event_args_t *args )
@@ -1901,7 +1901,7 @@ void EV_FireTaurus( event_args_t *args )
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//======================
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// SNIPER START
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//======================
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extern vec3_t ev_punchangle; |
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extern vec3_t g_ev_punchangle; |
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void EV_FireSniper( event_args_t *args ) |
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{ |
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@ -1930,7 +1930,7 @@ void EV_FireSniper( event_args_t *args )
@@ -1930,7 +1930,7 @@ void EV_FireSniper( event_args_t *args )
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gEngfuncs.pEventAPI->EV_WeaponAnimation( activity, 1 ); |
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// Substract additional pitch from already exisiting one.
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float pitch = ev_punchangle[PITCH]; |
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float pitch = g_ev_punchangle[PITCH]; |
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pitch -= 4; |
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@ -2017,11 +2017,11 @@ void EV_FireChaingun1( event_args_t *args )
@@ -2017,11 +2017,11 @@ void EV_FireChaingun1( event_args_t *args )
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if( gEngfuncs.GetMaxClients() > 1 ) |
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{ |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 ); |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); |
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} |
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else |
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{ |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 ); |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_CHAINGUN, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); |
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} |
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} |
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