mirror of https://github.com/FWGS/hlsdk-xash3d
Fix weapon bodies passed to EV_WeaponAnimation.
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@ -1269,7 +1269,7 @@ void EV_FireAK47( struct event_args_s *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( AK47_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
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V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2.5, -3.2 ) );
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V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2.5, -3.2 ) );
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V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.5, 1.5 ) );
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V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.5, 1.5 ) );
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@ -1343,7 +1343,7 @@ void EV_FireMac10( struct event_args_s *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( MAC10_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MAC10_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
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V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -1.4, -2 ) );
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V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -1.4, -2 ) );
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V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.6, 1.6 ) );
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V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.6, 1.6 ) );
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