diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index 9ed0178c..261d07f3 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -763,7 +763,7 @@ void EV_FireEagel1( event_args_t *args ) if( EV_IsLocal( idx ) ) { - gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? EAGEL_FIRE1 : EAGEL_FIRE1, 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? EAGEL_FIRE1 : EAGEL_FIRE1, 0 ); V_PunchAxis( 0, -2.0 ); } @@ -807,7 +807,7 @@ void EV_FireEagel2( event_args_t *args ) if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model - gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGEL_FIRE1, 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGEL_FIRE1, 0 ); V_PunchAxis( 0, -2.0 ); } @@ -974,7 +974,7 @@ void EV_FireShotGunADouble( event_args_t *args ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); - gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 0 ); V_PunchAxis( 0, -10.0 ); } @@ -1028,7 +1028,7 @@ void EV_FireShotGunASingle( event_args_t *args ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); - gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 0 ); V_PunchAxis( 0, -5.0 ); } @@ -1072,7 +1072,7 @@ void EV_ShockFire( event_args_t *args ) int idx; vec3_t origin; - gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 0 ); cl_entity_t *view = gEngfuncs.GetViewModel(); if( view != NULL ) { @@ -1093,7 +1093,7 @@ void EV_ShockFire( event_args_t *args ) if( EV_IsLocal( idx ) ) { if( args->iparam1 ) - gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 0 ); V_PunchAxis( 0, -2.0 ); } @@ -1136,7 +1136,7 @@ void EV_FireUZI( event_args_t *args ) // Add muzzle flash to current weapon model EV_MuzzleFlash(); - gEngfuncs.pEventAPI->EV_WeaponAnimation( UZI_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( UZI_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) ); } @@ -1299,7 +1299,7 @@ void EV_FireAK47( event_args_t *args ) // Add muzzle flash to current weapon model EV_MuzzleFlash(); - gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_SHOOT_1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_SHOOT_1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) ); } @@ -1365,7 +1365,7 @@ void EV_FireMinigun( event_args_t *args ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); - gEngfuncs.pEventAPI->EV_WeaponAnimation( MINIGUN_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( MINIGUN_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) ); } @@ -1437,7 +1437,7 @@ void EV_FireMP41a( event_args_t *args ) // Add muzzle flash to current weapon model EV_MuzzleFlash(); - gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 0 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) ); } @@ -1480,7 +1480,7 @@ void EV_FireMP41a2( event_args_t *args ) if( EV_IsLocal( idx ) ) { - gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_LAUNCH, 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_LAUNCH, 0 ); V_PunchAxis( 0, -10 ); } @@ -1972,13 +1972,13 @@ void EV_Swort( event_args_t *args ) switch( (g_iSwort++) % 3 ) { case 0: - gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK1MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK1MISS, 0 ); break; case 1: - gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK2MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK2MISS, 0 ); break; case 2: - gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK3MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK3MISS, 0 ); break; } }