From e4987d28914db84acf0d192a7a5770778d10685e Mon Sep 17 00:00:00 2001 From: Andrey Akhmichin <15944199+nekonomicon@users.noreply.github.com> Date: Fri, 28 Oct 2022 23:12:52 +0500 Subject: [PATCH] Fix weapon bodies passed to EV_WeaponAnimation. --- cl_dll/ev_hldm.cpp | 42 +++++++++++++++++++++--------------------- 1 file changed, 21 insertions(+), 21 deletions(-) diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index ca02b049..f4845570 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -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 ) 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 ) //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 ) 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 ) { // 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 ) 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 ) 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 ) 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 ) //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 ) //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 ) { // 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 ) 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 ) 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 );