Beispiel #1
0
void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) )
	{
		if ( pEvent->event == EVENT_WEAPON_MELEE_HIT )
		{
			HandleAnimEventMeleeHit( pEvent, pOperator );
		}
		else if ( pEvent->event == AE_WPN_PLAYWPNSOUND )
		{
			int iSnd = GetWeaponSoundFromString(pEvent->options);
			if ( iSnd != -1 )
			{
				WeaponSound( (WeaponSound_t)iSnd );
			}
		}
	}

	DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pEvent - 
//			*pOperator - 
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) )
	{
		if ( pEvent->event == AE_NPC_WEAPON_FIRE )
		{
			bool bSecondary = (atoi( pEvent->options ) != 0);
			Operator_ForceNPCFire( pOperator, bSecondary );
			return;
		}
		else if ( pEvent->event == AE_WPN_PLAYWPNSOUND )
		{
			int iSnd = GetWeaponSoundFromString(pEvent->options);
			if ( iSnd != -1 )
			{
				WeaponSound( (WeaponSound_t)iSnd );
			}
		}
	}

	DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() );
}