Fix bodies passed to EV_WeaponAnimation for opfor weapons (#309)

This commit is contained in:
Roman Chistokhodov 2022-08-07 14:25:19 +03:00 committed by GitHub
parent 349dbe6e66
commit fdd08e93f7
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 9 additions and 9 deletions

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