Example #1
0
void CASW_Weapon::GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool& bOldReload, bool& bOldAttack1 )
{
	CASW_Marine *pMarine = GetMarine();

	if (!pMarine)
	{
		CBasePlayer *pOwner = dynamic_cast<CBasePlayer*>(GetOwner());
		if (pOwner)
		{
			bAttack1 = !!(pOwner->m_nButtons & IN_ATTACK);
			bAttack2 = !!(pOwner->m_nButtons & IN_ATTACK2);
			bReload = !!(pOwner->m_nButtons & IN_RELOAD);
			bOldReload = false;
			bOldAttack1 = false;
			return;
		}
		bAttack1 = false;
		bAttack2 = false;
		bReload = false;
		bOldReload = false;
		bOldAttack1 = false;
		return;
	}

	// don't allow firing when frozen/stopped from a pickup/kick
	if ( pMarine->IsControllingTurret() || ( pMarine->GetFlags() & FL_FROZEN )
			|| ( gpGlobals->curtime < pMarine->GetStopTime() ) || pMarine->GetCurrentMeleeAttack() )	
	{
		bAttack1 = false;
		bAttack2 = false;
		bReload = false;
		bOldReload = false;
		bOldAttack1 = false;
		return;
	}

	if (pMarine->IsInhabited() && pMarine->GetCommander())
	{
		bAttack1 = !!(pMarine->GetCommander()->m_nButtons & IN_ATTACK);
		bAttack2 = !!(pMarine->GetCommander()->m_nButtons & IN_ATTACK2);
		bReload = !!(pMarine->GetCommander()->m_nButtons & IN_RELOAD);
		bOldReload = !!(pMarine->m_nOldButtons & IN_RELOAD);
		bOldAttack1 = !!(pMarine->m_nOldButtons & IN_ATTACK);
		return;
	}
	// does our uninhabited marine want to fire?
#ifdef GAME_DLL
	bAttack1 = pMarine->AIWantsToFire();
	bAttack2 = pMarine->AIWantsToFire2();
	bReload = pMarine->AIWantsToReload();
	bOldReload = false;
	bOldAttack1 = false;
	return;
#endif

	bAttack1 = false;
	bAttack2 = false;
	bReload = false;
	bOldReload = false;
	bOldAttack1 = false;
	return;
}