Esempio n. 1
0
void CCinematicWeapon::Disable()
{
	CGameRules* pGameRules = g_pGame->GetGameRules();
	if (pGameRules != NULL)
	{
		if (m_inputClass == eInputClass_Primary)
		{
			pGameRules->GetCinematicInput().SetUpWeapon( CCinematicInput::eWeapon_Primary, NULL );
		}
		else if (m_inputClass == eInputClass_Secondary)
		{
			pGameRules->GetCinematicInput().SetUpWeapon( CCinematicInput::eWeapon_Secondary, NULL );
		}

		m_inputClass = eInputClass_None;
	}

	SetHostId(0);

	StopFire();
}
Esempio n. 2
0
void CCinematicWeapon::SetPrimary()
{
	CGameRules* pGameRules = g_pGame->GetGameRules();
	if (pGameRules != NULL)
	{
		if (m_inputClass == eInputClass_Secondary)
		{
			pGameRules->GetCinematicInput().SetUpWeapon( CCinematicInput::eWeapon_Secondary, NULL );
		}

		pGameRules->GetCinematicInput().SetUpWeapon( CCinematicInput::eWeapon_Primary, GetEntity() );

		m_inputClass = eInputClass_Primary;
	}

	if (IEntity* pParentEntity = GetEntity()->GetParent())
	{
		SetHostId( pParentEntity->GetId() );
	}

	SetupFireSound();
}