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Fix weapon bodies passed to EV_WeaponAnimation.

half-screwed
Andrey Akhmichin 2 years ago
parent
commit
e4987d2891
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GPG Key ID: 1F180D249B0643C0
  1. 42
      cl_dll/ev_hldm.cpp

42
cl_dll/ev_hldm.cpp

@ -782,7 +782,7 @@ void EV_FireZAPPER( event_args_t *args ) @@ -782,7 +782,7 @@ void EV_FireZAPPER( event_args_t *args )
if( EV_IsLocal( idx ) )
{
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? ZAPPER_SHOOT : ZAPPER_SHOOT, 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? ZAPPER_SHOOT : ZAPPER_SHOOT, 0 );
}
// EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
@ -901,10 +901,10 @@ void EV_FOTN( event_args_t *args ) @@ -901,10 +901,10 @@ void EV_FOTN( event_args_t *args )
switch( ( g_iSwing2++ ) % 2 )
{
case 0:
gEngfuncs.pEventAPI->EV_WeaponAnimation( FOTN_LPUNCH, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( FOTN_LPUNCH, 0 );
break;
case 1:
gEngfuncs.pEventAPI->EV_WeaponAnimation( FOTN_RPUNCH, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( FOTN_RPUNCH, 0 );
break;
}
}
@ -1174,8 +1174,8 @@ void EV_FireDosh( event_args_t *args ) @@ -1174,8 +1174,8 @@ void EV_FireDosh( event_args_t *args )
//Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( DOSH_FIRE2, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( DOSH_FIRE2, 0 );
V_PunchAxis( 0, -5.0 );
}
}
@ -1220,13 +1220,13 @@ void EV_BeamKatana( event_args_t *args ) @@ -1220,13 +1220,13 @@ void EV_BeamKatana( event_args_t *args )
switch( ( g_iSwing++ ) % 3 )
{
case 0:
gEngfuncs.pEventAPI->EV_WeaponAnimation( BEAMKATANA_ATTACK1MISS, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( BEAMKATANA_ATTACK1MISS, 0 );
break;
case 1:
gEngfuncs.pEventAPI->EV_WeaponAnimation( BEAMKATANA_ATTACK2MISS, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( BEAMKATANA_ATTACK2MISS, 0 );
break;
case 2:
gEngfuncs.pEventAPI->EV_WeaponAnimation( BEAMKATANA_ATTACK3MISS, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( BEAMKATANA_ATTACK3MISS, 0 );
break;
}
}
@ -1265,7 +1265,7 @@ void EV_FireAK47( event_args_t *args ) @@ -1265,7 +1265,7 @@ void EV_FireAK47( event_args_t *args )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
}
@ -1333,9 +1333,9 @@ void EV_FireBow( event_args_t *args ) @@ -1333,9 +1333,9 @@ void EV_FireBow( event_args_t *args )
if( EV_IsLocal( idx ) )
{
if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( BOW_FIRE1, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( BOW_FIRE1, 0 );
else if( args->iparam2 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( BOW_FIRE3, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( BOW_FIRE3, 0 );
V_PunchAxis( 0, -2.0 );
}
@ -1403,9 +1403,9 @@ void EV_FireModman2( event_args_t *args ) @@ -1403,9 +1403,9 @@ void EV_FireModman2( event_args_t *args )
if( EV_IsLocal( idx ) )
{
if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 );
else if( args->iparam2 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 );
}
// Store off the old count
@ -1480,9 +1480,9 @@ void EV_FireModman( event_args_t *args ) @@ -1480,9 +1480,9 @@ void EV_FireModman( event_args_t *args )
if( EV_IsLocal( idx ) )
{
if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 );
else if( args->iparam2 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 );
V_PunchAxis( 0, -2.0 );
}
@ -1510,8 +1510,8 @@ void EV_FireScientist( event_args_t *args ) @@ -1510,8 +1510,8 @@ void EV_FireScientist( event_args_t *args )
//Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( 3, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( 3, 0 );
V_PunchAxis( 0, -5.0 );
}
}
@ -1544,7 +1544,7 @@ void EV_FireNStar( event_args_t *args ) @@ -1544,7 +1544,7 @@ void EV_FireNStar( event_args_t *args )
//Bug Fix
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( NSTAR_FIRE, 1 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( NSTAR_FIRE, 0 );
V_PunchAxis( 0, -0.5 );
}
}
@ -1595,7 +1595,7 @@ void EV_FireMW2( event_args_t *args ) @@ -1595,7 +1595,7 @@ void EV_FireMW2( event_args_t *args )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( MW2_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( MW2_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -20, 20 ) );
}
@ -1658,7 +1658,7 @@ void EV_FireGOLDENGUN( event_args_t *args ) @@ -1658,7 +1658,7 @@ void EV_FireGOLDENGUN( event_args_t *args )
if( EV_IsLocal( idx ) )
{
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( GOLDENGUN_FIRE1, 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( GOLDENGUN_FIRE1, 0 );
}
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
@ -1711,7 +1711,7 @@ void EV_FireJackal( event_args_t *args ) @@ -1711,7 +1711,7 @@ void EV_FireJackal( event_args_t *args )
if( EV_IsLocal( idx ) )
{
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( GOLDENGUN_FIRE1, 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( GOLDENGUN_FIRE1, 0 );
}
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );

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