return vecs;
}
-vector shotorg_adjust_values(vector vecs, float y_is_right, float visual, float algn)
+vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
{
string s;
return vecs;
}
-vector shotorg_adjust(vector vecs, float y_is_right, float visual)
-{SELFPARAM();
- return shotorg_adjust_values(vecs, y_is_right, visual, self.owner.cvar_cl_gunalign);
+vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
+{
+ return shotorg_adjust_values(vecs, y_is_right, visual, algn);
}
.int state;
{
vector v0;
v0 = self.movedir;
- self.movedir = shotorg_adjust(v0, false, false);
- self.view_ofs = shotorg_adjust(v0, false, true) - v0;
+ self.movedir = shotorg_adjust(v0, false, false, self.owner.cvar_cl_gunalign);
+ self.view_ofs = shotorg_adjust(v0, false, true, self.owner.cvar_cl_gunalign) - v0;
}
self.owner.stat_shotorg = compressShotOrigin(self.movedir);
self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
const float WFRAME_IDLE = 2;
const float WFRAME_RELOAD = 3;
-vector shotorg_adjust(vector vecs, float y_is_right, float visual);
+vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn);
-vector shotorg_adjust_values(vector vecs, float y_is_right, float visual, float algn);
+vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
void CL_SpawnWeaponentity(entity e);