Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: Handle grenade detonate in-air (even when no ammo is left)
//-----------------------------------------------------------------------------
void CWeaponAR2::ItemPostFrame( void )
{
	// See if we need to fire off our secondary round
	if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire )
	{
		DelayedAttack();
	}

	// Update our pose parameter for the vents
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( pOwner )
	{
		CBaseViewModel *pVM = pOwner->GetViewModel();

		if ( pVM )
		{
			if ( m_nVentPose == -1 )
			{
				m_nVentPose = pVM->LookupPoseParameter( "VentPoses" );
			}
			
			float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f );
			pVM->SetPoseParameter( m_nVentPose, flVentPose );
		}
	}

	BaseClass::ItemPostFrame();
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: only called for local player
//-----------------------------------------------------------------------------
void C_TFWeaponBuilder::Redraw()
{
	if ( m_iValidBuildPoseParam >= 0 )
	{
		CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
		if ( !pOwner )
			return;

		// Assuming here that our model is the same as our viewmodel's model!
		CBaseViewModel *pViewModel = pOwner->GetViewModel(0);

		if ( pViewModel )
		{
			float flPoseParamValue = pViewModel->GetPoseParameter( m_iValidBuildPoseParam );

			C_BaseObject *pObj = m_hObjectBeingBuilt.Get();

			if ( pObj && pObj->WasLastPlacementPosValid() )
			{
				// pose param approach 1.0
				flPoseParamValue = Approach( 1.0, flPoseParamValue, 3.0 * gpGlobals->frametime );
			}
			else
			{
				// pose param approach 0.0
				flPoseParamValue = Approach( 0.0, flPoseParamValue, 1.5 * gpGlobals->frametime );
			}

			pViewModel->SetPoseParameter( m_iValidBuildPoseParam, flPoseParamValue );
		}
	}

	BaseClass::Redraw();
}
Ejemplo n.º 3
0
void CTFBonesaw::UpdateChargePoseParam( void )
{
	CTFPlayer *pOwner = GetTFPlayerOwner();
	if ( !pOwner )
		return;

	CWeaponMedigun *pMedigun = pOwner->GetMedigun();
	if ( pMedigun )
	{
		SetPoseParameter( "syringe_charge_level", pMedigun->GetChargeLevel() );

		CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
		if ( vm )
			vm->SetPoseParameter( "syringe_charge_level", pMedigun->GetChargeLevel() );
	}
}