//--------------------------------------------------------------
// TGB: turns out we can see anim events on the client as well, d'oh, so lets use them
//--------------------------------------------------------------
bool CWeaponZMFists::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
{
	if (event == AE_ZM_MELEEHIT)
	{
		//DevMsg("Heard MeleeHit on client!\n");
		HandleAnimEventMeleeHit(GetOwner());
		
		return true;
	}
	return false;
}
Exemple #2
0
//-----------------------------------------------------------------------------
// Animation event
//-----------------------------------------------------------------------------
void CWeaponKatana::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
	case EVENT_WEAPON_MELEE_HIT:
		HandleAnimEventMeleeHit( pEvent, pOperator );
		break;

	default:
		BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
		break;
	}
}
//-----------------------------------------------------------------------------
// Animation event
// TGB: this is called by baseclass's HandleAnimEvent, so we don't actually want to override that one when we have this
//-----------------------------------------------------------------------------
void CWeaponZMFists::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
	case AE_ZM_MELEEHIT:
		HandleAnimEventMeleeHit( pOperator );
		break;

	default:
		BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
		break;
	}
}
Exemple #4
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void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) )
	{
		if ( pEvent->event == EVENT_WEAPON_MELEE_HIT )
		{
			HandleAnimEventMeleeHit( pEvent, pOperator );
		}
		else if ( pEvent->event == AE_WPN_PLAYWPNSOUND )
		{
			int iSnd = GetWeaponSoundFromString(pEvent->options);
			if ( iSnd != -1 )
			{
				WeaponSound( (WeaponSound_t)iSnd );
			}
		}
	}

	DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() );
}