In my HL1 mod my pistol has a pistol whip secondary fire. When I go to
play back the event all clients get it. This happens even when I'm
using another weapon(eg rpg does fire anim and the shotgun does the
reload anim and plays the sound i want for the event). I would like
this to stop but I have not found a difference in the way my event
plays to the otther events
event function:
void EV_FireGlock2( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t ShellVelocity;
vec3_t ShellOrigin;
vec3_t vecSrc, vecAiming;
vec3_t vecSpread;
vec3_t up, right, forward;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
"unarmed/unarmed_fire.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0),
ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
gEngfuncs.pEventAPI->EV_WeaponAnimation( GLOCK_WHIP, 2 );
}
play event call:
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireGlock2, 0.0,
(float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, ( m_iClip == 0 )
? 1 : 0, 0 );
any ideas?
--
**********************
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
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