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4 files changed

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Client/game_sa/CWeaponSA.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -68,7 +68,7 @@ void CWeaponSA::Update(CPed* ped)
6868
m_interface->Update(ped);
6969
}
7070

71-
void CWeaponSA::AddGunshell(CEntity* firingEntity, CVector* vecOrigin, CVector2D* vecDirection, float size) const
71+
void CWeaponSA::AddGunshell(CEntity* firingEntity, const CVector& vecOrigin, const CVector2D& vecDirection, float size) const
7272
{
7373
if (m_interface && firingEntity)
7474
m_interface->AddGunshell(firingEntity, vecOrigin, vecDirection, size);

Client/game_sa/CWeaponSA.h

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -38,7 +38,7 @@ class CWeaponSAInterface
3838
void Shutdown() { ((void(__thiscall*)(CWeaponSAInterface*))FUNC_CWeapon_Shutdown)(this); }
3939
void Initialize(const eWeaponType& weaponType, std::uint32_t ammo, CPed* ped) { ((void(__thiscall*)(CWeaponSAInterface*, eWeaponType, std::uint32_t, CPedSAInterface*))FUNC_CWeapon_Initialize)(this, weaponType, ammo, ped ? ped->GetPedInterface() : nullptr); }
4040
void Update(CPed* ped) { ((void(__thiscall*)(CWeaponSAInterface*, CPedSAInterface*))FUNC_CWeapon_Update)(this, ped ? ped->GetPedInterface() : nullptr); }
41-
void AddGunshell(CEntity* firingEntity, CVector* vecOrigin, CVector2D* vecDirection, float size) { ((void(__thiscall*)(CWeaponSAInterface*, CEntitySAInterface*, CVector*, CVector2D*, float))FUNC_CWeapon_AddGunshell)(this, firingEntity ? firingEntity->GetInterface() : nullptr, vecOrigin, vecDirection, size); }
41+
void AddGunshell(CEntity* firingEntity, const CVector& vecOrigin, const CVector2D& vecDirection, float size) { ((void(__thiscall*)(CWeaponSAInterface*, CEntitySAInterface*, const CVector&, const CVector2D&, float))FUNC_CWeapon_AddGunshell)(this, firingEntity ? firingEntity->GetInterface() : nullptr, vecOrigin, vecDirection, size); }
4242
void DoBulletImpact(CEntity* firingEntity, CEntitySAInterface* hitEntityInterface, CVector* vecOrigin, CVector* vecTarget, CColPoint* colPoint, int incrementalHit) { ((void(__thiscall*)(CWeaponSAInterface*, CEntitySAInterface*, CEntitySAInterface*, CVector*, CVector*, CColPoint*, int))FUNC_CWeapon_DoBulletImpact)(this, firingEntity ? firingEntity->GetInterface() : nullptr, hitEntityInterface, vecOrigin, vecTarget, colPoint, incrementalHit); }
4343
bool Fire(CEntity* firingEntity, CVector* vecOrigin, CVector* vecEffectPos, CEntity* targetEntity, CVector* vecTarget, CVector* vecAlt) { return ((bool(__thiscall*)(CWeaponSAInterface*, CEntitySAInterface*, CVector*, CVector*, CEntitySAInterface*, CVector*, CVector*))FUNC_CWeapon_Fire)(this, firingEntity ? firingEntity->GetInterface() : nullptr, vecOrigin, vecEffectPos, targetEntity ? targetEntity->GetInterface() : nullptr, vecTarget, vecAlt); }
4444
bool FireInstantHit(CEntity* firingEntity, CVector* vecOrigin, CVector* vecMuzzle, CEntity* targetEntity, CVector* vecTarget, CVector* vecForDriveby, bool crossHairGun, bool createGunFx) { return ((bool(__thiscall*)(CWeaponSAInterface*, CEntitySAInterface*, CVector*, CVector*, CEntitySAInterface*, CVector*, CVector*, bool, bool))FUNC_CWeapon_FireInstantHit)(this, firingEntity ? firingEntity->GetInterface() : nullptr, vecOrigin, vecMuzzle, targetEntity ? targetEntity->GetInterface() : nullptr, vecTarget, vecForDriveby, crossHairGun, createGunFx); }
@@ -76,7 +76,7 @@ class CWeaponSA : public CWeapon
7676
void Initialize(const eWeaponType& type, std::uint32_t ammo, CPed* ped) override;
7777
void Update(CPed* ped) override;
7878

79-
void AddGunshell(CEntity* firingEntity, CVector* vecOrigin, CVector2D* vecDirection, float size) const override;
79+
void AddGunshell(CEntity* firingEntity, const CVector& vecOrigin, const CVector2D& vecDirection, float size) const override;
8080
void DoBulletImpact(CEntity* firingEntity, CEntitySAInterface* hitEntityInterface, CVector* vecOrigin, CVector* vecTarget, CColPoint* colPoint, int incrementalHit) const override;
8181
bool Fire(CEntity* firingEntity, CVector* vecOrigin, CVector* vecEffectPos, CEntity* targetEntity, CVector* vecTarget, CVector* vecAlt) override;
8282
bool FireInstantHit(CEntity* firingEntity, const CVector* vecOrigin, const CVector* vecMuzzle, CEntity* targetEntity, const CVector* vecTarget, const CVector* vecForDriveby, bool crossHairGun, bool createGunFx) override;

Client/mods/deathmatch/logic/CClientWeapon.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -680,7 +680,7 @@ void CClientWeapon::DoGunShells(CVector vecOrigin, CVector vecDirection)
680680
// Note: Nozzle flare lags behind attached object if it is moving, but we can't set attached entity here as it will crash if not a ped
681681
g_pGame->GetFx()->TriggerGunshot(NULL, vecOrigin, vecDirection, true);
682682

683-
m_pWeapon->AddGunshell(m_pObject, &vecOrigin, &CVector2D(0, -1), fShellSize);
683+
m_pWeapon->AddGunshell(m_pObject, vecOrigin, CVector2D(0, -1), fShellSize);
684684
}
685685
if (m_Type != WEAPONTYPE_MINIGUN)
686686
{

Client/sdk/game/CWeapon.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -47,7 +47,7 @@ class CWeapon
4747
virtual void Initialize(const eWeaponType& type, std::uint32_t ammo, CPed* ped) = 0;
4848
virtual void Update(CPed* ped) = 0;
4949

50-
virtual void AddGunshell(CEntity* firingEntity, CVector* vecOrigin, CVector2D* vecDirection, float size) const = 0;
50+
virtual void AddGunshell(CEntity* firingEntity, const CVector& vecOrigin, const CVector2D& vecDirection, float size) const = 0;
5151
virtual void DoBulletImpact(CEntity* firingEntity, CEntitySAInterface* hitEntityInterface, CVector* vecOrigin, CVector* vecTarget, CColPoint* colPoint, int incrementalHit) const = 0;
5252
virtual bool Fire(CEntity* firingEntity, CVector* vecOrigin, CVector* vecEffectPos, CEntity* targetEntity, CVector* vecTarget, CVector* vecAlt) = 0;
5353
virtual bool FireInstantHit(CEntity* firingEntity, const CVector* vecOrigin, const CVector* vecMuzzle, CEntity* targetEntity, const CVector* vecTarget, const CVector* vecForDriveby, bool crossHairGun, bool createGunFx) = 0;

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