Fix weapon bodies passed to EV_WeaponAnimation.

This commit is contained in:
Andrey Akhmichin 2022-11-16 10:22:18 +05:00
parent 799acbf753
commit c517e05cc7
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@ -1195,7 +1195,7 @@ void EV_FireAP9( 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( AP9_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 1 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( AP9_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
if( autoaim ) if( autoaim )
{ {
@ -1273,7 +1273,7 @@ void EV_FireTaurus( event_args_t *args )
if( EV_IsLocal( idx ) ) if( EV_IsLocal( idx ) )
{ {
EV_MuzzleFlash(); 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 ); V_PunchAxis( 0, -3.0 );
} }