diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index 760a8575..60963d5c 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -1863,7 +1863,7 @@ void EV_FireEagle( event_args_t *args ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); - gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGLE_SHOOT, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGLE_SHOOT, 0 ); V_PunchAxis( 0, -4.0 ); } @@ -1932,13 +1932,13 @@ void EV_Knife( event_args_t *args ) switch( ( g_iSwing++ ) % 3 ) { case 0: - gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK1MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK1MISS, 0 ); break; case 1: - gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK2MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK2MISS, 0 ); break; case 2: - gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK3MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK3MISS, 0 ); break; } } @@ -2133,13 +2133,13 @@ void EV_PipeWrench( event_args_t *args ) switch( ( g_iSwing++ ) % 3 ) { case 0: - gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK1MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK1MISS, 0 ); break; case 1: - gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK2MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK2MISS, 0 ); break; case 2: - gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK3MISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK3MISS, 0 ); break; } } @@ -2149,7 +2149,7 @@ void EV_PipeWrench( event_args_t *args ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pwrench_big_miss.wav", 1, ATTN_NORM, 0, PITCH_NORM ); // Send weapon anim. - gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACKBIGMISS, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACKBIGMISS, 0 ); } } } @@ -2187,7 +2187,7 @@ void EV_ShockFire( event_args_t *args ) if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) ); - gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 1 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 0 ); } // Play fire sound.