void CDEagle::WeaponIdle() { CCSPlayer *pPlayer = GetPlayerOwner(); pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if ( m_flTimeWeaponIdle > gpGlobals->curtime ) return; m_flTimeWeaponIdle = gpGlobals->curtime + 20; //if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) ) // SendWeaponAnim( SHIELDGUN_DRAWN_IDLE, UseDecrement() ? 1:0 ); }
void CWeaponUSP::WeaponIdle() { CCSPlayer *pPlayer = GetPlayerOwner(); //ResetEmptySound( ); pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if (m_flTimeWeaponIdle > gpGlobals->curtime) return; // only idle if the slid isn't back if (m_iClip1 != 0) { m_flTimeWeaponIdle = gpGlobals->curtime + 60.0; SendWeaponAnim( ACT_VM_IDLE ); } }