int AvHBite::GetIdleAnimation() const { //int theBaseOffset = this->GetIsPlayerMoving() ? 5 : 2; //int theAnimation = theBaseOffset + UTIL_SharedRandomFloat(this->m_pPlayer->random_seed, 0, 1); // Must be odd int theAnimation = 0; const int kMax = 41; int theRandomNumber = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMax); if(theRandomNumber == kMax) { // Return flavor anim theAnimation = 2; } else if(theRandomNumber < (kMax-1)/2) { theAnimation = 0; } else { theAnimation = 1; } return theAnimation; }
int AvHGrenade::GetIdleAnimation() const { int theAnim = -1; if( m_flStartThrow == 0 && m_flReleaseThrow == -1) { theAnim = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 2); } return theAnim; }
int AvHSonicGun::GetIdleAnimation() const { int theAnimation = 0; int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1); switch(theRandomNum) { case 0: theAnimation = kShotgunAnimIdle; break; case 1: theAnimation = kShotgunAnimIdle2; break; } return theAnimation; }
int AvHBasePlayerWeapon::GetIdleAnimation() const { int iAnim; int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1); switch(theRandomNum) { case 0: iAnim = kIdleAnimationOne; break; default: case 1: iAnim = kIdleAnimationTwo; break; } return iAnim; }
int AvHKnife::GetIdleAnimation() const { // Only play the poking-finger animation once in awhile and play the knife flourish once in a blue moon, it's a special treat int iAnim; int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 200); if(theRandomNum == 0) { iAnim = 5; } else if(theRandomNum < 16) { iAnim = kIdleAnimationTwo; } else { iAnim = kIdleAnimationOne; } return iAnim; }
int AvHHeavyMachineGun::GetIdleAnimation() const { const int kMaxRandom = 30; int iAnim; int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMaxRandom); if(theRandomNum == 0) { // Pet machine gun every once in awhile iAnim = 1; } else if(theRandomNum < kMaxRandom/2) { iAnim = 0; } else { iAnim = 2; } return iAnim; }
int AvHBlinkGun::GetIdleAnimation() const { int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 17, 18); return theAnimation; }
/* <2cab36> ../cstrike/dlls/wpn_shared/wpn_xm1014.cpp:106 */ void CXM1014::__MAKE_VHOOK(PrimaryAttack)() { Vector vecAiming, vecSrc, vecDir; int flag; // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = GetNextAttackDelay(0.15); return; } if (m_iClip <= 0) { Reload(); if (!m_iClip) { PlayEmptySound(); } if (TheBots != NULL) { TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer); } m_flNextPrimaryAttack = GetNextAttackDelay(1); return; } m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects |= EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; m_pPlayer->FireBullets(6, vecSrc, vecAiming, XM1014_CONE_VECTOR, 3048, BULLET_PLAYER_BUCKSHOT, 0); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif // CLIENT_WEAPONS PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireXM1014, 0, (float *)&g_vecZero, (float *)&g_vecZero, m_vVecAiming.x, m_vVecAiming.y, 7, (int)(m_vVecAiming.x * 100), m_iClip == 0, FALSE); if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) { // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } if (m_iClip != 0) m_flPumpTime = UTIL_WeaponTimeBase() + 0.125f; m_flNextPrimaryAttack = GetNextAttackDelay(0.25); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25f; if (m_iClip != 0) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25f; else m_flTimeWeaponIdle = 0.75f; m_fInSpecialReload = 0; if (m_pPlayer->pev->flags & FL_ONGROUND) m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 3, 5); else m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 7, 10); }
void CM3::PrimaryAttack(void) { if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; return; } if (m_iClip <= 0) { Reload(); if (m_iClip == 0) PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0; return; } m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects |= EF_MUZZLEFLASH; #ifndef CLIENT_DLL m_pPlayer->SetAnimation(PLAYER_ATTACK1); #endif UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); #ifndef CLIENT_DLL m_pPlayer->FireBullets(9, m_pPlayer->GetGunPosition(), gpGlobals->v_forward, Vector(0.0675, 0.0675, 0), 3000, BULLET_PLAYER_BUCKSHOT, 0); #endif int flags; #ifdef CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL(flags, ENT(m_pPlayer->pev), m_usFireM3, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, FALSE, FALSE); if (m_iClip) m_flPumpTime = UTIL_WeaponTimeBase() + 0.5; #ifndef CLIENT_DLL if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); #endif if (m_iClip) m_flPumpTime = UTIL_WeaponTimeBase() + 0.5; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.875; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.875; if (m_iClip) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5; else m_flTimeWeaponIdle = 0.875; m_fInSpecialReload = 0; if (m_pPlayer->pev->flags & FL_ONGROUND) m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 4, 6); else m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 8, 11); m_pPlayer->m_flEjectBrass = gpGlobals->time + 0.45; }
int AvHBabblerGun::GetIdleAnimation() const { // Must be odd int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1); return theAnimation; }
int AvHKnife::GetShootAnimation() const { // CS artwork //return 5 + UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 2); return 2 + UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1); }