Example #1
0
BOOL AvHBasePlayerWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body)
{
	if (!CanDeploy( ))
		return FALSE;
	
	m_pPlayer->TabulateAmmo();

    // This was causing a crash from hl_weapons.cpp only when connected to a dedicated server and switching weapons
	//#ifdef AVH_SERVER
    //m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
    //#endif

#ifdef AVH_SERVER
    m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
    m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
#else
    gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );    
    gEngfuncs.CL_LoadModel( szWeaponModel, &m_pPlayer->pev->weaponmodel );    
#endif

	strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
	//SendWeaponAnim( iAnim, skiplocal, body );
	this->SendWeaponAnim(iAnim);
	
	// Set the player animation as well
	//this->m_pPlayer->SetAnimation(PLAYER_ANIM(iAnim));
	
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime();
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetDeployTime() + kDeployIdleInterval;
	
	return TRUE;
}
Example #2
0
/*
=====================
CBasePlayerWeapon :: DefaultDeploy

=====================
*/
BOOL CBasePlayerWeapon :: DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal )
{
	if ( !CanDeploy() )
		return FALSE;

	gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
	
	SendWeaponAnim( iAnim );

	m_pPlayer->m_flNextAttack = 0.5;
	m_flTimeWeaponIdle = 1.0;
	return TRUE;
}
Example #3
0
/*
=====================
CBasePlayerWeapon :: DefaultDeploy

=====================
*/
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int	body )
{
	if ( !CanDeploy() )
		return FALSE;

	gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
	
	SendWeaponAnim( iAnim, skiplocal, body );

	m_pPlayer->m_flNextAttack = this->GetDeployTime();
	m_flTimeWeaponIdle = this->GetDeployTime() + kDeployIdleInterval;
	return TRUE;
}
Example #4
0
/*
=====================
CBasePlayerWeapon :: DefaultDeploy

=====================
*/
bool CBasePlayerWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int	body )
{
	if ( !CanDeploy() )
		return false;

	gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
	
	SendWeaponAnim( iAnim, skiplocal, body );

	g_brunninggausspred = false;
	m_pPlayer->m_flNextAttack = 0.5;
	m_flTimeWeaponIdle = 1.0;
	return true;
}
Example #5
0
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */ )
{
	if (!CanDeploy( ))
		return FALSE;

	m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
	m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
	strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
	SendWeaponAnim( iAnim, skiplocal );

	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;

	return TRUE;
}
Example #6
0
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */, int body )
{
	if (!CanDeploy( ))
		return FALSE;

	// Removed by Pcjoe
//	m_pPlayer->TabulateAmmo();
	m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
	m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
	strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
	SendWeaponAnim( iAnim, skiplocal, body );

	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;

	// Added by Pcjoe, send draw animation
	m_pPlayer->m_Anim.AddWeaponAnimation( PLAY_DRAW );

	return TRUE;
}
Example #7
0
//=========================================================
// IsUseable - this function determines whether or not a 
// weapon is useable by the player in its current state. 
// (does it have ammo loaded? do I have any ammo for the 
// weapon?, etc)
//=========================================================
BOOL CBasePlayerWeapon :: IsUseable( void )
{
	return CanDeploy();
}