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