mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 13:14:51 +00:00
Fix bow-like weapon fire playing on empty sequence.
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parent
4e85533681
commit
14c157f6fc
@ -1334,7 +1334,7 @@ void EV_FireBow( event_args_t *args )
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{
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if( args->iparam1 )
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gEngfuncs.pEventAPI->EV_WeaponAnimation( BOW_FIRE1, 0 );
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else if( args->iparam2 )
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else
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gEngfuncs.pEventAPI->EV_WeaponAnimation( BOW_FIRE3, 0 );
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V_PunchAxis( 0, -2.0 );
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@ -1404,7 +1404,7 @@ void EV_FireModman2( event_args_t *args )
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{
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if( args->iparam1 )
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 );
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else if( args->iparam2 )
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else
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 );
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}
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@ -1481,7 +1481,7 @@ void EV_FireModman( event_args_t *args )
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{
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if( args->iparam1 )
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 );
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else if( args->iparam2 )
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else
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 );
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V_PunchAxis( 0, -2.0 );
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@ -334,7 +334,7 @@ void CBow::PrimaryAttack( void )
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -378,7 +378,7 @@ void CBow::FireBolt()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usBow, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usBow, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -352,7 +352,7 @@ void CModman::FireSniperHorn()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -395,7 +395,7 @@ void CModman::FireHorn()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -311,7 +311,7 @@ void CNStar::FireStar()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usNStar, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usNStar, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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