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