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Fix weapon bodies passed to EV_WeaponAnimation.

asheep
Andrey Akhmichin 2 years ago
parent
commit
2c14f1cf08
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GPG Key ID: 1F180D249B0643C0
  1. 6
      cl_dll/ev_hldm.cpp

6
cl_dll/ev_hldm.cpp

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

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