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Fix bodies passed to EV_WeaponAnimation for opfor weapons (#309)
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349dbe6e66
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@ -1863,7 +1863,7 @@ void EV_FireEagle( event_args_t *args )
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{
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{
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// Add muzzle flash to current weapon model
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// Add muzzle flash to current weapon model
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EV_MuzzleFlash();
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EV_MuzzleFlash();
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gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGLE_SHOOT, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGLE_SHOOT, 0 );
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V_PunchAxis( 0, -4.0 );
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V_PunchAxis( 0, -4.0 );
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}
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}
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@ -1932,13 +1932,13 @@ void EV_Knife( event_args_t *args )
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switch( ( g_iSwing++ ) % 3 )
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switch( ( g_iSwing++ ) % 3 )
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{
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{
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case 0:
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case 0:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK1MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK1MISS, 0 );
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break;
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break;
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case 1:
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case 1:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK2MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK2MISS, 0 );
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break;
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break;
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case 2:
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case 2:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK3MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( KNIFE_ATTACK3MISS, 0 );
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break;
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break;
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}
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}
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}
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}
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@ -2133,13 +2133,13 @@ void EV_PipeWrench( event_args_t *args )
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switch( ( g_iSwing++ ) % 3 )
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switch( ( g_iSwing++ ) % 3 )
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{
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{
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case 0:
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case 0:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK1MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK1MISS, 0 );
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break;
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break;
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case 1:
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case 1:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK2MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK2MISS, 0 );
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break;
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break;
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case 2:
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case 2:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK3MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACK3MISS, 0 );
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break;
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break;
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}
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}
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}
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}
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@ -2149,7 +2149,7 @@ void EV_PipeWrench( event_args_t *args )
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pwrench_big_miss.wav", 1, ATTN_NORM, 0, PITCH_NORM );
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pwrench_big_miss.wav", 1, ATTN_NORM, 0, PITCH_NORM );
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// Send weapon anim.
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// Send weapon anim.
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gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACKBIGMISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPEWRENCH_ATTACKBIGMISS, 0 );
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}
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}
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}
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}
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}
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}
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@ -2187,7 +2187,7 @@ void EV_ShockFire( event_args_t *args )
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if( EV_IsLocal( idx ) )
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if( EV_IsLocal( idx ) )
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{
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{
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V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) );
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V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 0 );
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}
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}
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// Play fire sound.
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// Play fire sound.
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