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;
}
Beispiel #2
0
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;
}