Fix weapon bodies passed to EV_WeaponAnimation.

This commit is contained in:
Andrey Akhmichin 2022-11-16 10:24:48 +05:00
parent 42b6447cc0
commit 2c14f1cf08
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GPG Key ID: 1F180D249B0643C0
1 changed files with 3 additions and 3 deletions

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@ -1164,7 +1164,7 @@ void EV_FireBeretta1( event_args_t *args )
if( EV_IsLocal( idx ) )
{
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? BERETTA_SHOOT_EMPTY : BERETTA_SHOOT, 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? BERETTA_SHOOT_EMPTY : BERETTA_SHOOT, 0 );
V_PunchAxis( 0, -2.0 );
}
@ -1211,7 +1211,7 @@ void EV_FireBeretta2( event_args_t *args )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? BERETTA_SHOOT_EMPTY : BERETTA_SHOOT, 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? BERETTA_SHOOT_EMPTY : BERETTA_SHOOT, 0 );
V_PunchAxis( 0, -2.0 );
}
@ -1277,7 +1277,7 @@ void EV_FireM41A( event_args_t *args )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( M41A_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( M41A_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
}