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(); }
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(); }