Esempio n. 1
0
void CTEST::WeaponIdle( void )
{
UpdateSpot( );

ResetEmptySound( );

m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

if (m_flTimeWeaponIdle > gpGlobals->time)
return;

int iAnim;
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
iAnim = TEST_LONGIDLE;
break;

default:
case 1:
iAnim = TEST_IDLE1;
break;
}

SendWeaponAnim( iAnim );

m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
}
Esempio n. 2
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void CUSP::WeaponIdle()
{
    ResetEmptySound();

    m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

    if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
    {
        return;
    }

    if( m_pPlayer->HasShield() )
    {
        m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + USP_IDLE_INTERVAL;

        if( FBitSet( m_fWeaponState, WEAPONSTATE_SHIELD_DRAWN ) )
        {
            SendWeaponAnim( GUN_IDLE1, UseDecrement() );
        }
    }
    else if( m_iClip )
    {
        m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + USP_IDLE_INTERVAL_NOSHIELD;
        SendWeaponAnim( USP_IDLE_UNSIL * !FBitSet( m_fWeaponState, WEAPONSTATE_USP_SILENCED ), UseDecrement() );
    }
}
void CGlock::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

	if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
		return;

	// only idle if the slid isn't back
	if (m_iClip != 0)
	{
		int iAnim;
		float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );

		if (flRand <= 0.3 + 0 * 0.75)
		{
			iAnim = GLOCK_IDLE3;
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
		}
		else if (flRand <= 0.6 + 0 * 0.875)
		{
			iAnim = GLOCK_IDLE1;
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
		}
		else
		{
			iAnim = GLOCK_IDLE2;
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
		}
		SendWeaponAnim( iAnim, 1 );
	}
}
Esempio n. 4
0
void CEgon::WeaponIdle( void )
{
	ResetEmptySound( );

	if ( m_flTimeWeaponIdle > gpGlobals->time )
		return;

	if ( m_fireState != FIRE_OFF )
		EndAttack();


	int iAnim;

	float flRand = RANDOM_FLOAT(0,1);

	if ( flRand <= 0.5 )
	{
		iAnim = EGON_IDLE1;
		m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT(10,15);
	}
	else 
	{
		iAnim = EGON_FIDGET1;
		m_flTimeWeaponIdle = gpGlobals->time + 3;
	}

	SendWeaponAnim( iAnim );
	m_deployed = TRUE;
}
Esempio n. 5
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void CFiveSeven::WeaponIdle( void )
{
    ResetEmptySound();
    m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

    if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
    {
        return;
    }

    if( m_pPlayer->HasShield() )
    {
        m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;

        if( FBitSet( m_iWeaponState, WPNSTATE_SHIELD_DRAWN ) )
        {
            SendWeaponAnim( SHIELDGUN_DRAWN_IDLE, UseDecrement() != FALSE );
        }
    }
    else if( m_iClip )
    {
        m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625;
        SendWeaponAnim( FIVESEVEN_IDLE, UseDecrement() != FALSE );
    }
}
Esempio n. 6
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/* <2b9c2a> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:318 */
void CUSP::__MAKE_VHOOK(WeaponIdle)(void)
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
	
	if (m_flTimeWeaponIdle > 0)
	{
		return;
	}

	if (m_pPlayer->HasShield())
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;

		if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
		{
			SendWeaponAnim(USP_DRAW, UseDecrement());
		}
	}
	else if (m_iClip)
	{
		int iAnim = (~m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_UNSIL_IDLE: USP_IDLE;

		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0;
		SendWeaponAnim(iAnim, UseDecrement());
	}
}
Esempio n. 7
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void CM3::WeaponIdle(void)
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);

	if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase())
		m_flPumpTime = 0;

	if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
	{
		if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
		{
			Reload();
		}
		else if (m_fInSpecialReload != 0)
		{
			if (m_iClip != M3_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
			{
				Reload();
			}
			else
			{
				SendWeaponAnim(M3_PUMP, UseDecrement() != FALSE);

				m_fInSpecialReload = 0;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
			}
		}
		else
			SendWeaponAnim(M3_IDLE, UseDecrement() != FALSE);
	}
}
Esempio n. 8
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void CMP5::WeaponIdle( void )
{
    ResetEmptySound( );
    
    m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
    
    if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
          return;
    
    if (m_iClip != 0)    
    {
	
		if ( m_fDefaultAnim == SILENCER_OFF_FULLAUTO || m_fDefaultAnim == SILENCER_OFF_SEMI )
		{
			if (RANDOM_LONG(0,1))
			SendWeaponAnim( A2_IDLE1 );
			else
			SendWeaponAnim( A2_IDLE2 );
		}
		else
		{
			if (RANDOM_LONG(0,1))
			SendWeaponAnim( SD2_IDLE1 );
			else
			SendWeaponAnim( SD2_IDLE2 );
		}

		m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
    }
}
Esempio n. 9
0
void AvHBasePlayerWeapon::WeaponIdle(void)
{
//#ifdef AVH_CLIENT
//	char sz[ 128 ];
//	sprintf(sz, "during idle, clip is %d\n", this->m_iClip);
//	gEngfuncs.pfnCenterPrint( sz );
//	
//	//gEngfuncs.Con_Printf("during idle, clip is %d\n", sz);
//#endif

	if(this->mAttackButtonDownLastFrame)
	{
		this->PlaybackEvent(this->mEndEvent);
		this->mAttackButtonDownLastFrame = false;
	}
	
	ResetEmptySound();

	this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if(this->m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
	{
		this->SendWeaponAnim(this->GetIdleAnimation());
			
		this->m_pPlayer->SetAnimation(PLAYER_IDLE);
			
		this->SetNextIdle();
	}
}
Esempio n. 10
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void CAK74::WeaponIdle( void )
{
/*
	if (!FStringNull (v_model) )
	{
		ALERT (at_console, "v_model is %s \n",STRING( v_model));
		ALERT (at_console, "p_model is %s \n",STRING( p_model));
		ALERT (at_console, "w_model is %s \n",STRING( w_model));
	}
*/
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
		return;

	int iAnim;
	switch ( RANDOM_LONG( 0, 1 ) )
	{
	case 0:	
		iAnim = AK_NMC_IDLE1;	
		break;
	
	default:
	case 1:
		iAnim = AK_NMC_IDLE2;
		break;
	}

	SendWeaponAnim( iAnim );

	m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
Esempio n. 11
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void CGlock::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

	if (m_flTimeWeaponIdle > gpGlobals->time)
		return;

	// only idle if the slid isn't back
	if (m_iClip != 0)
	{
		int iAnim;
		float flRand = RANDOM_FLOAT(0, 1);
		if (flRand <= 0.3 + 0 * 0.75)
		{
			iAnim = GLOCK_IDLE3;
			m_flTimeWeaponIdle = gpGlobals->time + 49.0 / 16;
		}
		else if (flRand <= 0.6 + 0 * 0.875)
		{
			iAnim = GLOCK_IDLE1;
			m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 16.0;
		}
		else
		{
			iAnim = GLOCK_IDLE2;
			m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0;
		}
		SendWeaponAnim( iAnim );
	}
}
void CEgon::WeaponIdle( void )
{
	ResetEmptySound( );

	if ( m_flTimeWeaponIdle > gpGlobals->time )
		return;

	if ( m_fireState != FIRE_OFF )
		 EndAttack();
	
	int iAnim;

	float flRand = RANDOM_FLOAT(0,1);

	if ( flRand <= 0.5 )
	{
		iAnim = EGON_IDLE1;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
	}
	else 
	{
		iAnim = EGON_FIDGET1;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
	}

	SendWeaponAnim( iAnim );
	m_deployed = TRUE;
}
Esempio n. 13
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void CUSP::WeaponIdle(void)
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
		return;

	if (m_pPlayer->HasShield())
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;

		if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
			SendWeaponAnim(USP_DRAW, UseDecrement() != FALSE);

		return;
	}

	if (m_iClip)
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60;

		if (m_iWeaponState & WPNSTATE_USP_SILENCED)
			SendWeaponAnim(USP_IDLE, UseDecrement() != FALSE);
		else
			SendWeaponAnim(USP_UNSIL_IDLE, UseDecrement() != FALSE);
	}
}
Esempio n. 14
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void CMP5::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
		return;

	int iAnim;
	switch ( RANDOM_LONG( 0, 1 ) )
	{
	case 0:	
		iAnim = MP5_LONGIDLE;	
		break;
	
	default:
	case 1:
		iAnim = MP5_IDLE1;
		break;
	}

	SendWeaponAnim( iAnim );

	m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
Esempio n. 15
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void CM249::WeaponIdle( void )
{
	if (m_flTimeWeaponIdle <  UTIL_WeaponTimeBase() )
	{
		if ( m_fInSpecialReload )
		{
			UpdateClip();
			m_fInSpecialReload = 0;
			SendWeaponAnim( M249_RELOAD2 , UseDecrement() ? 1 : 0, pev->body );
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 111.0 / 45.0;
			m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 111.0 / 45.0;
		}
		else
		{
			ResetEmptySound( );
			UpdateClip();

			int iAnim;
			float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
			if (flRand <= 0.8)
			{
				iAnim = M249_SLOWIDLE;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (45.0/9.0);
			}
			else
			{
				iAnim = M249_IDLE1;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (74.0/12.0);// * RANDOM_LONG(2, 5);
			}
			SendWeaponAnim( iAnim , UseDecrement() ? 1 : 0, pev->body );
		}
	}
}
Esempio n. 16
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/* <290f2e> ../cstrike/dlls/wpn_shared/wpn_p228.cpp:261 */
void CP228::__MAKE_VHOOK(WeaponIdle)()
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
	{
		return;
	}

	if (m_pPlayer->HasShield())
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;

		if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
		{
			SendWeaponAnim(P228_SHIELD_IDLE_UP, UseDecrement() != FALSE);
		}
	}
	else if (m_iClip)
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625f;
		SendWeaponAnim(P228_IDLE, UseDecrement() != FALSE);
	}
}
Esempio n. 17
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void CM16::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if (m_flTimeWeaponIdle > gpGlobals->time)
		return;

	int iAnim;
	switch ( RANDOM_LONG( 0, 2 ) )
	{
	case 0:
	case 1:
		iAnim = M16_LONGIDLE;
		m_flTimeWeaponIdle = gpGlobals->time + 70 / 14.0;
		break;
	
	default:
	case 2:
		iAnim = M16_IDLE1;
		m_flTimeWeaponIdle = gpGlobals->time + 62 / 8.0;
		break;
	}

	SendWeaponAnim( iAnim );

//	m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
}
Esempio n. 18
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void CShotgun::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if (m_flPumpTime && m_flPumpTime < gpGlobals->time)
	{
		// play pumping sound
		EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
		m_flPumpTime = 0;
	}

	if (m_flTimeWeaponIdle < gpGlobals->time)
	{
		if (m_iClip == 0 && m_fInReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
		{
			Reload( );
		}
		else if (m_fInReload != 0)
		{
			if (m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
			{
				Reload( );
			}
			else
			{
				// reload debounce has timed out
				SendWeaponAnim( SHOTGUN_PUMP );
				
				// play cocking sound
				EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
				m_fInReload = 0;
				m_flTimeWeaponIdle = gpGlobals->time + 1.5;
			}
		}
		else
		{
			int iAnim;
			float flRand = RANDOM_FLOAT(0, 1);
			if (flRand <= 0.8)
			{
				iAnim = SHOTGUN_IDLE_DEEP;
				m_flTimeWeaponIdle = gpGlobals->time + (60.0/12.0);// * RANDOM_LONG(2, 5);
			}
			else /*if (flRand <= 0.95)*/
			{
				iAnim = SHOTGUN_IDLE;
				m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0);
			}
/*			else
			{
				iAnim = SHOTGUN_IDLE4;
				m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0);
			}
*/			SendWeaponAnim( iAnim );
		}
	}
}
Esempio n. 19
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void CIngram::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

	if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
		return;

	SendWeaponAnim( m_iClip <= 0 ? INGRAM_IDLE_NOSHOT : INGRAM_IDLE );
}
Esempio n. 20
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void CFamas::__MAKE_VHOOK(WeaponIdle)()
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
		SendWeaponAnim(FAMAS_IDLE1, UseDecrement() != FALSE);
	}
}
Esempio n. 21
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void CGalil::WeaponIdle()
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
		SendWeaponAnim(GALIL_IDLE1, UseDecrement() != FALSE);
	}
}
Esempio n. 22
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void CAWP::WeaponIdle(void)
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() && m_iClip)
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60;
		SendWeaponAnim(AWP_IDLE, UseDecrement() != FALSE);
	}
}
Esempio n. 23
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void CTMP::WeaponIdle(void)
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
		return;

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
	SendWeaponAnim(TMP_IDLE1, UseDecrement() != FALSE);
}
Esempio n. 24
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void CShotgun::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if (m_flTimeWeaponIdle <  UTIL_WeaponTimeBase() )
	{
		if (m_iClip == 0 && m_InSpecialReload == ReloadState::NOT_RELOADING && m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ])
		{
			Reload( );
		}
		else if (m_InSpecialReload != ReloadState::NOT_RELOADING )
		{
			if (m_iClip != iMaxClip() && m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ])
			{
				Reload( );
			}
			else
			{
				// reload debounce has timed out
				SendWeaponAnim( SHOTGUN_PUMP );
				
				// play cocking sound
				EMIT_SOUND_DYN( m_pPlayer, CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
				m_InSpecialReload = ReloadState::NOT_RELOADING;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
			}
		}
		else
		{
			int iAnim;
			float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
			if (flRand <= 0.8)
			{
				iAnim = SHOTGUN_IDLE_DEEP;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/12.0);// * RANDOM_LONG(2, 5);
			}
			else if (flRand <= 0.95)
			{
				iAnim = SHOTGUN_IDLE;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0);
			}
			else
			{
				iAnim = SHOTGUN_IDLE4;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0);
			}
			SendWeaponAnim( iAnim );
		}
	}
}
Esempio n. 25
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/* <2810cf> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:279 */
void CM4A1::__MAKE_VHOOK(WeaponIdle)()
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
	{
		return;
	}

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
	SendWeaponAnim((m_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED ? M4A1_IDLE : M4A1_UNSIL_IDLE, UseDecrement() != FALSE);
}
Esempio n. 26
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void CDEAGLE::WeaponIdle(void)
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
		return;

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;

	if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
		SendWeaponAnim(SHIELDGUN_DRAWN_IDLE, UseDecrement() != FALSE);
}
Esempio n. 27
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void CDEAGLE::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
		return;

	SendWeaponAnim( DEAGLE_IDLE1 );

	m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
Esempio n. 28
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void CSG552::__MAKE_VHOOK(WeaponIdle)()
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
	{
		return;
	}

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
	SendWeaponAnim(SG552_IDLE1, UseDecrement() != FALSE);
}
Esempio n. 29
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void CGauss::WeaponIdle( void )
{
	ResetEmptySound( );

	// play aftershock static discharge
	if ( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time )
	{
		switch (RANDOM_LONG(0,3))
		{
		case 0:	EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
		case 1:	EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
		case 2:	EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
		case 3:	break; // no sound
		}
		m_pPlayer->m_flPlayAftershock = 0.0;
	}

	if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
		return;

	if (m_fInAttack != 0)
	{
		StartFire();
		m_fInAttack = 0;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
	}
	else
	{
		int iAnim;
		float flRand = RANDOM_FLOAT(0, 1);
		if (flRand <= 0.5)
		{
			iAnim = GAUSS_IDLE;
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
		}
		else if (flRand <= 0.75)
		{
			iAnim = GAUSS_IDLE2;
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
		}
		else
		{
			iAnim = GAUSS_FIDGET;
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
		}

		return;
		SendWeaponAnim( iAnim );
		
	}
}
Esempio n. 30
0
void CFamas::WeaponIdle()
{
    ResetEmptySound();

    m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

    if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
    {
        return;
    }

    m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + FAMAS_IDLE_INTERVAL;
    SendWeaponAnim( FAMAS_IDLE, UseDecrement() );
}