Fix weapon bodies passed to EV_WeaponAnimation.

This commit is contained in:
Andrey Akhmichin 2022-11-16 09:56:06 +05:00
parent b0c6bff1fb
commit d9011a90fe
No known key found for this signature in database
GPG Key ID: 1F180D249B0643C0
1 changed files with 2 additions and 2 deletions

View File

@ -1269,7 +1269,7 @@ void EV_FireAK47( struct event_args_s *args )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2.5, -3.2 ) );
V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.5, 1.5 ) );
@ -1343,7 +1343,7 @@ void EV_FireMac10( struct event_args_s *args )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( MAC10_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( MAC10_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -1.4, -2 ) );
V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.6, 1.6 ) );