//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTFWeaponBuilder::Deploy( void ) { bool bDeploy = BaseClass::Deploy(); if ( bDeploy ) { SetCurrentState( BS_PLACING ); StartPlacement(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f; m_flNextSecondaryAttack = gpGlobals->curtime; // asap CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); if (!pPlayer) return false; pPlayer->SetNextAttack( gpGlobals->curtime ); m_iWorldModelIndex = modelinfo->GetModelIndex( GetWorldModel() ); m_flNextDenySound = 0; // Set off the hint here, because we don't know until now if our building // is rotate-able or not. if ( m_hObjectBeingBuilt && !m_hObjectBeingBuilt->MustBeBuiltOnAttachmentPoint() ) { // set the alt-fire hint so it gets removed when we holster m_iAltFireHint = HINT_ALTFIRE_ROTATE_BUILDING; pPlayer->StartHintTimer( m_iAltFireHint ); } } return bDeploy; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool C_TFWeaponBuilder::Deploy( void ) { bool bDeploy = BaseClass::Deploy(); if ( bDeploy ) { m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f; m_flNextSecondaryAttack = gpGlobals->curtime; // asap CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); if (!pPlayer) return false; pPlayer->SetNextAttack( gpGlobals->curtime ); m_iWorldModelIndex = modelinfo->GetModelIndex( GetWorldModel() ); m_iViewModelIndex = modelinfo->GetModelIndex( GetViewModel(0) ); } return bDeploy; }