//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCombatBurstRifle::ViewModelDrawn( C_BaseViewModel *pViewModel ) { C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner(); if ( pPlayer && pPlayer->IsDamageBoosted() ) { Vector vecBarrelPos; QAngle angMuzzle; int iAttachment = pViewModel->LookupAttachment( "muzzle" ); pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle ); unsigned char color[3]; color[0] = 50; color[1] = 128; color[2] = 50; FX_Smoke( vecBarrelPos, angMuzzle, 0.5, 1, &color[0], 192 ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCombatBurstRifle::GetViewmodelBoneControllers( C_BaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]) { float flAmmoCount; C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner(); if ( pPlayer && pPlayer->IsDamageBoosted() ) { flAmmoCount = random->RandomFloat( 0.0f, 1.0f ); } else { // Dial shows ammo count! flAmmoCount = ( float )m_iClip1 / ( float )GetMaxClip1(); } // Add some shake flAmmoCount += RandomFloat( -0.02, 0.02 ); controllers[0] = flAmmoCount; }