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Fixed crossbow fire on empty sequence not playing. (#207)
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3674e3f154
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@ -1246,7 +1246,7 @@ void EV_FireCrossbow2( event_args_t *args )
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{
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{
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if( args->iparam1 )
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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, 1 );
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else if( args->iparam2 )
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else
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
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}
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}
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@ -1322,7 +1322,7 @@ void EV_FireCrossbow( event_args_t *args )
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{
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{
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if( args->iparam1 )
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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, 1 );
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else if ( args->iparam2 )
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else
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
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V_PunchAxis( 0.0f, -2.0f );
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V_PunchAxis( 0.0f, -2.0f );
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@ -374,7 +374,7 @@ void CCrossbow::FireSniperBolt()
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flags = 0;
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flags = 0;
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#endif
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0f, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0f, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -417,7 +417,7 @@ void CCrossbow::FireBolt()
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flags = 0;
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flags = 0;
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#endif
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow, 0.0f, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow, 0.0f, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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