void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal ) { m_pPlayer->pev->weaponanim = iAnim; if ( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) ) return; MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev ); WRITE_BYTE( iAnim ); // sequence number WRITE_BYTE( pev->body ); // weaponmodel bodygroup. MESSAGE_END(); }
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) { if ( UseDecrement() ) skiplocal = 1; else skiplocal = 0; m_pPlayer->pev->weaponanim = iAnim; #if defined( CLIENT_WEAPONS ) if ( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) ) return; #endif MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev ); WRITE_BYTE( iAnim ); // sequence number WRITE_BYTE( pev->body ); // weaponmodel bodygroup. MESSAGE_END(); }