Open hl_events.cpp and under "void EV_FirePython( struct event_args_s *args );" add:
void EV_FirePython2( struct event_args_s *args );
and under "gEngfuncs.pfnHookEvent( "events/python.sc", EV_FirePython );" add:
gEngfuncs.pfnHookEvent( "events/python2.sc", EV_FirePython2 );
Now go to ev_hldm.cpp and under "void EV_FirePython( struct event_args_s *args );" add:
void EV_FirePython2( struct event_args_s *args );
Find "void EV_FirePython( event_args_t *args )" and replace it with this:
void EV_FirePython( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
float flSpread = 0.01;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
if ( EV_IsLocal( idx ) )
{
// Python uses different body in multiplayer versus single player
int multiplayer = gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( PYTHON_FIRE1, multiplayer ? 1 : 0 ); // iron off shoot anim
V_PunchAxis( 0, -10.0 );
}
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
{
case 0:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot1.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot2.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, args->fparam1, args->fparam2 );
}
void EV_FirePython2( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
float flSpread = 0.01;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
if ( EV_IsLocal( idx ) )
{
// Python uses different body in multiplayer versus single player
int multiplayer = gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( PYTHON_SFIRE1, multiplayer ? 1 : 0 ); // iron on shoot anim
V_PunchAxis( 0, -10.0 );
}
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
{
case 0:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot1.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot2.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, args->fparam1, args->fparam2 );
}
Now compile it. We are 99% finished. Now go to your mod's folder/events and create a text file and name it python2.sc (sc replaces txt).
YAYYYY WE FINISHED 100% NOW HOPE THIS HELPS IT TOOK AN HOUR AND A HALF TO COMPLETE BOTH PARTS NOW I NEED TO REST AND CHEW BUBBLEGUM.