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Fix weapon bodies passed to EV_WeaponAnimation.

theyhunger
Andrey Akhmichin 2 years ago
parent
commit
c517e05cc7
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GPG Key ID: 1F180D249B0643C0
  1. 4
      cl_dll/ev_hldm.cpp

4
cl_dll/ev_hldm.cpp

@ -1195,7 +1195,7 @@ void EV_FireAP9( event_args_t *args ) @@ -1195,7 +1195,7 @@ void EV_FireAP9( event_args_t *args )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( AP9_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( AP9_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
if( autoaim )
{
@ -1273,7 +1273,7 @@ void EV_FireTaurus( event_args_t *args ) @@ -1273,7 +1273,7 @@ void EV_FireTaurus( event_args_t *args )
if( EV_IsLocal( idx ) )
{
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? TAURUS_SHOOT_EMPTY : ( TAURUS_SHOOT + gEngfuncs.pfnRandomLong( 0, 2 ) ), 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? TAURUS_SHOOT_EMPTY : ( TAURUS_SHOOT + gEngfuncs.pfnRandomLong( 0, 2 ) ), 0 );
V_PunchAxis( 0, -3.0 );
}

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