//----------------------------------------------------------------------------- // Purpose: Show/hide weapon and corresponding view model if any // Input : visible - //----------------------------------------------------------------------------- void CTFWeaponInvis::SetWeaponVisible( bool visible ) { CBaseViewModel *vm = NULL; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { vm = pOwner->GetViewModel( m_nViewModelIndex ); } if ( visible ) { RemoveEffects( EF_NODRAW ); if ( vm ) { vm->RemoveEffects( EF_NODRAW ); } } else { AddEffects( EF_NODRAW ); if ( vm ) { vm->AddEffects( EF_NODRAW ); } } }
//----------------------------------------------------------------------------- // Purpose: Show/hide weapon and corresponding view model if any // Input : visible - //----------------------------------------------------------------------------- void CWarsWeapon::SetWeaponVisible( bool visible ) { CBaseViewModel *vm = NULL; CUnitBase *pUnit; if( GetOwner() ) { pUnit = GetOwner()->MyUnitPointer(); if( pUnit && pUnit->GetCommander() ) { CBasePlayer *pOwner = ToBasePlayer( pUnit->GetCommander() ); if ( pOwner ) { vm = pOwner->GetViewModel( m_nViewModelIndex ); } } } if ( vm ) { if ( visible ) { vm->RemoveEffects( EF_NODRAW ); } else { vm->AddEffects( EF_NODRAW ); } } BaseClass::SetWeaponVisible( visible ); }
void CEntHost::CreateHands( int index, int parent ) { Assert( IsPlayer() ); Assert( index >= 1 && index < MAX_VIEWMODELS ); if ( !IsPlayer() ) return; if ( !GetPlayer()->GetViewModel( parent ) ) return; if ( !GetHandsModel( index ) ) return; CBaseViewModel *hands = GetPlayer()->GetViewModel( index ); CBaseViewModel *vm = GetPlayer()->GetViewModel( parent ); // Ya existe, actualizamos el modelo if ( hands ) { hands->SetModel( GetHandsModel( index ) ); return; } hands = (CBaseViewModel *)CreateEntityByName( "predicted_viewmodel" ); if ( hands ) { hands->SetAbsOrigin( GetAbsOrigin() ); hands->SetOwner( GetPlayer() ); hands->SetIndex( index ); DispatchSpawn( hands ); hands->SetModel( GetHandsModel( index ) ); hands->SetOwnerViewModel( vm ); hands->SetOwnerEntity( GetPlayer() ); hands->AddEffects( EF_NODRAW ); GetPlayer()->m_hViewModel.Set( index, hands ); } }
void CC4::UpdateShieldState( void ) { //ADRIANTODO CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if ( pPlayer->HasShield() ) { pPlayer->SetShieldDrawnState( false ); CBaseViewModel *pVM = pPlayer->GetViewModel( 1 ); if ( pVM ) { pVM->AddEffects( EF_NODRAW ); } //pPlayer->SetHitBoxSet( 3 ); } else BaseClass::UpdateShieldState(); }