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Fix weapon bodies passed to EV_WeaponAnimation.
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@ -1164,7 +1164,7 @@ void EV_FireBeretta1( event_args_t *args )
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if( EV_IsLocal( idx ) )
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{
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EV_MuzzleFlash();
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gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? BERETTA_SHOOT_EMPTY : BERETTA_SHOOT, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? BERETTA_SHOOT_EMPTY : BERETTA_SHOOT, 0 );
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V_PunchAxis( 0, -2.0 );
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}
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@ -1211,7 +1211,7 @@ void EV_FireBeretta2( event_args_t *args )
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{
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// Add muzzle flash to current weapon model
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EV_MuzzleFlash();
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gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? BERETTA_SHOOT_EMPTY : BERETTA_SHOOT, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? BERETTA_SHOOT_EMPTY : BERETTA_SHOOT, 0 );
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V_PunchAxis( 0, -2.0 );
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}
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@ -1277,7 +1277,7 @@ void EV_FireM41A( event_args_t *args )
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{
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// Add muzzle flash to current weapon model
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EV_MuzzleFlash();
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gEngfuncs.pEventAPI->EV_WeaponAnimation( M41A_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( M41A_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
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V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
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}
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