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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-02 18:14:26 +00:00
Fix weapon bodies passed to EV_WeaponAnimation.
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@ -763,7 +763,7 @@ void EV_FireEagel1( event_args_t *args )
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if( EV_IsLocal( idx ) )
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{
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gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? EAGEL_FIRE1 : EAGEL_FIRE1, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? EAGEL_FIRE1 : EAGEL_FIRE1, 0 );
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V_PunchAxis( 0, -2.0 );
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}
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@ -807,7 +807,7 @@ void EV_FireEagel2( event_args_t *args )
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if( EV_IsLocal( idx ) )
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{
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// Add muzzle flash to current weapon model
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gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGEL_FIRE1, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGEL_FIRE1, 0 );
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V_PunchAxis( 0, -2.0 );
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}
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@ -974,7 +974,7 @@ void EV_FireShotGunADouble( 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( SHOTGUNA_SHOOT, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 0 );
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V_PunchAxis( 0, -10.0 );
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}
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@ -1028,7 +1028,7 @@ void EV_FireShotGunASingle( 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( SHOTGUNA_SHOOT, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 0 );
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V_PunchAxis( 0, -5.0 );
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}
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@ -1072,7 +1072,7 @@ void EV_ShockFire( event_args_t *args )
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int idx;
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vec3_t origin;
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 0 );
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cl_entity_t *view = gEngfuncs.GetViewModel();
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if( view != NULL )
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{
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@ -1093,7 +1093,7 @@ void EV_ShockFire( event_args_t *args )
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if( EV_IsLocal( idx ) )
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{
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if( args->iparam1 )
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 0 );
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V_PunchAxis( 0, -2.0 );
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}
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@ -1136,7 +1136,7 @@ void EV_FireUZI( event_args_t *args )
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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( UZI_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( UZI_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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@ -1299,7 +1299,7 @@ void EV_FireAK47( event_args_t *args )
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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( AK47_SHOOT_1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_SHOOT_1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
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V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
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}
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@ -1365,7 +1365,7 @@ void EV_FireMinigun( 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( MINIGUN_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MINIGUN_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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@ -1437,7 +1437,7 @@ void EV_FireMP41a( event_args_t *args )
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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( MP41a_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_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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@ -1480,7 +1480,7 @@ void EV_FireMP41a2( event_args_t *args )
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if( EV_IsLocal( idx ) )
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{
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_LAUNCH, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_LAUNCH, 0 );
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V_PunchAxis( 0, -10 );
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}
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@ -1972,13 +1972,13 @@ void EV_Swort( event_args_t *args )
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switch( (g_iSwort++) % 3 )
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{
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case 0:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK1MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK1MISS, 0 );
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break;
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case 1:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK2MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK2MISS, 0 );
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break;
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case 2:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK3MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK3MISS, 0 );
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break;
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}
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}
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