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https://github.com/FWGS/hlsdk-xash3d
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Fix client tripmine body and weapon bodies passed to EV_WeaponAnimation (#298)
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@ -486,7 +486,7 @@ static void EV_FireGlock_Impl( 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 ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 0 );
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V_PunchAxis( 0, -2.0 );
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}
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@ -549,7 +549,7 @@ void EV_FireShotGunDouble( 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( SHOTGUN_FIRE2, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE2, 0 );
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V_PunchAxis( 0, -10.0 );
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}
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@ -603,7 +603,7 @@ void EV_FireShotGunSingle( 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( SHOTGUN_FIRE, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 0 );
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V_PunchAxis( 0, -5.0 );
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}
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@ -660,7 +660,7 @@ void EV_FireMP5( 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( MP5_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
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V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
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}
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@ -697,7 +697,7 @@ void EV_FireMP52( event_args_t *args )
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if( EV_IsLocal( idx ) )
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{
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 0 );
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V_PunchAxis( 0, -10 );
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}
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@ -862,7 +862,7 @@ void EV_FireGauss( event_args_t *args )
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if( EV_IsLocal( idx ) )
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{
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V_PunchAxis( 0.0f, -2.0f );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 0 );
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if( m_fPrimaryFire == false )
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g_flApplyVel = flDamage;
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@ -1129,13 +1129,13 @@ void EV_Crowbar( 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( CROWBAR_ATTACK1MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 0 );
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break;
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case 1:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 0 );
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break;
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case 2:
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 0 );
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break;
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}
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}
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@ -1203,9 +1203,9 @@ void EV_FireCrossbow2( 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
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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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@ -1279,9 +1279,9 @@ void EV_FireCrossbow( 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
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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( 0.0f, -2.0f );
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}
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@ -1321,7 +1321,7 @@ void EV_FireRpg( 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( RPG_FIRE2, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 0 );
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V_PunchAxis( 0, -5.0 );
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}
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@ -1422,7 +1422,7 @@ void EV_EgonFire( 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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gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 0 );
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if( iStartup == 1 && EV_IsLocal( idx ) && !( pBeam || pBeam2 || pFlare ) && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
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{
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@ -1564,7 +1564,7 @@ void EV_HornetGunFire( event_args_t *args )
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if( EV_IsLocal( idx ) )
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{
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V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( HGUN_SHOOT, 1 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( HGUN_SHOOT, 0 );
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}
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switch( gEngfuncs.pfnRandomLong( 0, 2 ) )
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@ -907,11 +907,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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// over the wire ( fixes some animation glitches )
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if( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
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{
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int body = 2;
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//Pop the model to body 0.
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if( pWeapon == &g_Tripmine )
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body = 0;
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int body = 0;
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//Show laser sight/scope combo
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if( pWeapon == &g_Python && bIsMultiplayer() )
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@ -364,7 +364,12 @@ void CTripmine::Spawn()
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m_iId = WEAPON_TRIPMINE;
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SET_MODEL( ENT( pev ), "models/v_tripmine.mdl" );
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pev->frame = 0;
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#ifdef CLIENT_DLL
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pev->body = 0;
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#else
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pev->body = 3;
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#endif
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pev->sequence = TRIPMINE_GROUND;
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// ResetSequenceInfo();
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pev->framerate = 0;
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