inline bool C_BaseViewModel::ShouldFlipViewModel() { // If cl_righthand is set, then we want them all right-handed. CBaseCombatWeapon *pWeapon = m_hWeapon.Get(); if (pWeapon) { const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData(); return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool(); } return false; }
inline bool C_BaseViewModel::ShouldFlipViewModel() { #if defined ( CSTRIKE_DLL ) || defined ( MYMOD_CLIENT_DLL ) // If cl_righthand is set, then we want them all right-handed. CBaseCombatWeapon *pWeapon = m_hWeapon.Get(); if ( pWeapon ) { const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData(); return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool(); } #endif #ifdef TF_CLIENT_DLL CBaseCombatWeapon *pWeapon = m_hWeapon.Get(); if ( pWeapon ) { return pWeapon->m_bFlipViewModel != cl_flipviewmodels.GetBool(); } #endif return false; }
inline bool C_BaseViewModel::ShouldFlipViewModel() { //Tony; changed for SDK so that the CSS models can be flipped out of the box. #if defined( CSTRIKE_DLL ) || defined ( SDK_DLL ) //Tony; move this up here. if (!cl_righthand.GetBool()) return false; // If cl_righthand is set, then we want them all right-handed. CBaseCombatWeapon *pWeapon = m_hWeapon.Get(); if ( pWeapon ) { const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData(); //Tony; if they're already built right handed (default) then we can get out. if (pInfo->m_bBuiltRightHanded) return false; return pInfo->m_bAllowFlipping; } #endif return false; }