cl_dll/com_weapons.cpp
/*
=====================
HUD_PlaybackEvent

Directly queue up an event on the client
=====================
*/
HUD_PlaybackEvent
Directly queue up an event on the client
HUD_PlaybackEvent Directly queue up an event on the client
void HUD_PlaybackEvent(int flags, const edict_t* pInvoker, unsigned short eventindex, float delay,
	const float* origin, const float* angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2)
{
	Vector org;
	Vector ang;
	if (!g_runfuncs || !g_finalstate)
		return;
	org = g_finalstate->playerstate.origin;
	ang = v_client_aimangles;
	gEngfuncs.pfnPlaybackEvent(flags, pInvoker, eventindex, delay, org, ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2);
}
void HUD_PlaybackEvent ( int flags , const edict_t * pInvoker , unsigned short eventindex , float delay , const float * origin , const float * angles , float fparam1 , float fparam2 , int iparam1 , int iparam2 , int bparam1 , int bparam2 ) { Vector org ; Vector ang ; if ( ! g_runfuncs || ! g_finalstate ) return ; org = g_finalstate -> playerstate . origin ; ang = v_client_aimangles ; gEngfuncs . pfnPlaybackEvent ( flags , pInvoker , eventindex , delay , org , ang , fparam1 , fparam2 , iparam1 , iparam2 , bparam1 , bparam2 ) ; }
HUD_PlaybackEvent
Directly queue up an event on the client
HUD_PlaybackEvent Directly queue up an event on the client
// Weapon prediction events are assumed to occur at the player's origin