diff --git a/Projects/Android/jni/OpenJK/code/game/wp_saber.cpp b/Projects/Android/jni/OpenJK/code/game/wp_saber.cpp index 3b618b2..191ad43 100644 --- a/Projects/Android/jni/OpenJK/code/game/wp_saber.cpp +++ b/Projects/Android/jni/OpenJK/code/game/wp_saber.cpp @@ -9060,8 +9060,11 @@ void ForceThrow( gentity_t *self, qboolean pull, qboolean fake ) } } - //Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired - cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0); + if (self->client->ps.clientNum == 0) + { + //Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired + cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0); + } NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); @@ -11186,9 +11189,11 @@ void ForceShootLightning( gentity_t *self ) VectorNormalize( forward ); - //Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired - cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0); - + if (self->client->ps.clientNum == 0) + { + //Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired + cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0); + } //FIXME: if lightning hits water, do water-only-flagged radius damage from that point if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 ) diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp index bf82029..2c001b4 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp @@ -5719,9 +5719,11 @@ void ForceThrowEx( gentity_t *self, qboolean pull, qboolean aimByViewAngles ) } } - //Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired - cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0); - + if (self->client->ps.clientNum == 0) + { + //Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired + cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0); + } NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in @@ -7333,8 +7335,11 @@ void ForceShootLightning( gentity_t *self ) VectorNormalize( forward ); - //Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired - cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0); + if (self->client->ps.clientNum == 0) + { + //Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired + cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0); + } //FIXME: if lightning hits water, do water-only-flagged radius damage from that point