//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo ) { if ( BaseClass::Holster( pSwitchingTo ) == false ) return false; SetStunState( false ); SetWeaponVisible( false ); return true; }
//----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseHL2MPCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo ) { if ( BaseClass::Holster( pSwitchingTo ) ) { SetWeaponVisible( false ); m_flHolsterTime = gpGlobals->curtime; return true; } return false; }
bool CWeaponDODBase::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt ) { CBasePlayer *pOwner = GetPlayerOwner(); if ( !pOwner ) { return false; } pOwner->SetAnimationExtension( szAnimExt ); SetViewModel(); SendWeaponAnim( iActivity ); pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() ); m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; SetWeaponVisible( true ); SetWeaponModelIndex( szWeaponModel ); CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); Assert( vm ); if( vm ) { //set sleeves to proper team switch( pOwner->GetTeamNumber() ) { case TEAM_ALLIES: vm->m_nSkin = SLEEVE_ALLIES; break; case TEAM_AXIS: vm->m_nSkin = SLEEVE_AXIS; break; default: Assert( !"TEAM_UNASSIGNED or spectator getting a view model assigned" ); break; } } return true; }
//----------------------------------------------------------------------------- // Purpose: Clear out the view model when we hide //----------------------------------------------------------------------------- void CTFWeaponInvis::HideThink( void ) { SetWeaponVisible( false ); }