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@ -477,7 +477,7 @@ static void EV_FireGlock_Impl( event_args_t *args ) |
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vec3_t ShellVelocity; |
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vec3_t ShellVelocity; |
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vec3_t ShellOrigin; |
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vec3_t ShellOrigin; |
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int shell; |
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// int shell;
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vec3_t vecSrc, vecAiming; |
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vec3_t vecSrc, vecAiming; |
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vec3_t up, right, forward; |
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vec3_t up, right, forward; |
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@ -489,7 +489,7 @@ static void EV_FireGlock_Impl( event_args_t *args ) |
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empty = args->bparam1; |
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empty = args->bparam1; |
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AngleVectors( angles, forward, right, up ); |
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AngleVectors( angles, forward, right, up ); |
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shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/shell.mdl" );// brass shell
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// shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/shell.mdl" );// brass shell
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if( EV_IsLocal( idx ) ) |
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if( EV_IsLocal( idx ) ) |
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{ |
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{ |
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@ -499,9 +499,9 @@ static void EV_FireGlock_Impl( event_args_t *args ) |
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V_PunchAxis( 0, -2.0 ); |
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V_PunchAxis( 0, -2.0 ); |
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} |
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} |
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EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); |
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//EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
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EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); |
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//EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL );
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ); |
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ); |
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