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Fix weapon bodies passed to EV_WeaponAnimation.

zombie-x
Andrey Akhmichin 2 years ago
parent
commit
948d812050
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GPG Key ID: 1F180D249B0643C0
  1. 28
      cl_dll/ev_hldm.cpp

28
cl_dll/ev_hldm.cpp

@ -763,7 +763,7 @@ void EV_FireEagel1( event_args_t *args )
if( EV_IsLocal( idx ) ) 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 ); V_PunchAxis( 0, -2.0 );
} }
@ -807,7 +807,7 @@ void EV_FireEagel2( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
// Add muzzle flash to current weapon model // 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 ); V_PunchAxis( 0, -2.0 );
} }
@ -974,7 +974,7 @@ void EV_FireShotGunADouble( 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( SHOTGUNA_SHOOT, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 0 );
V_PunchAxis( 0, -10.0 ); V_PunchAxis( 0, -10.0 );
} }
@ -1028,7 +1028,7 @@ void EV_FireShotGunASingle( 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( SHOTGUNA_SHOOT, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 0 );
V_PunchAxis( 0, -5.0 ); V_PunchAxis( 0, -5.0 );
} }
@ -1072,7 +1072,7 @@ void EV_ShockFire( event_args_t *args )
int idx; int idx;
vec3_t origin; vec3_t origin;
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 0 );
cl_entity_t *view = gEngfuncs.GetViewModel(); cl_entity_t *view = gEngfuncs.GetViewModel();
if( view != NULL ) if( view != NULL )
{ {
@ -1093,7 +1093,7 @@ void EV_ShockFire( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
if( args->iparam1 ) if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 0 );
V_PunchAxis( 0, -2.0 ); V_PunchAxis( 0, -2.0 );
} }
@ -1136,7 +1136,7 @@ void EV_FireUZI( 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( 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 ) ); 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 // Add muzzle flash to current weapon model
EV_MuzzleFlash(); 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 ) ); 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 // Add muzzle flash to current weapon model
EV_MuzzleFlash(); 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 ) ); 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 // Add muzzle flash to current weapon model
EV_MuzzleFlash(); 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 ) ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
} }
@ -1480,7 +1480,7 @@ void EV_FireMP41a2( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_LAUNCH, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_LAUNCH, 0 );
V_PunchAxis( 0, -10 ); V_PunchAxis( 0, -10 );
} }
@ -1972,13 +1972,13 @@ void EV_Swort( event_args_t *args )
switch( (g_iSwort++) % 3 ) switch( (g_iSwort++) % 3 )
{ {
case 0: case 0:
gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK1MISS, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK1MISS, 0 );
break; break;
case 1: case 1:
gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK2MISS, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK2MISS, 0 );
break; break;
case 2: case 2:
gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK3MISS, 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK3MISS, 0 );
break; break;
} }
} }

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