Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as button is pressed
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemPostFrame( void )
{
  BaseClass::ItemPostFrame();
  if ( m_bInReload )
    { return; }
 
  CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
 
  if ( pOwner == NULL )
    { return; }
 
  if ( pOwner->m_nButtons & IN_ATTACK )
  {
    if (m_flAttackEnds<gpGlobals->curtime)
      { SendWeaponAnim(ACT_VM_IDLE); }
  }
  else
  {
    //The firing cycle ended. Reset the burst counter to the max value
    m_iBurst=BURST;
    if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
      { DryFire(); }
  }
  CheckZoomToggle();
  //check the character's current stance for the accuracy calculation
  GetStance();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::ItemPostFrame()
{
	// Allow zoom toggling
	CheckZoomToggle();

	if ( m_bMustReload && HasWeaponIdleTimeElapsed() )
		Reload();

	BaseClass::ItemPostFrame();
}
Exemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponShock::ItemPostFrame( void )
{
    // Allow zoom toggling
    CheckZoomToggle();

    if ( m_bMustReload && HasWeaponIdleTimeElapsed() )
    {
        Reload();
    }

    BaseClass::ItemPostFrame();
}
Exemplo n.º 4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponGrapple::ItemPostFrame(void)
{
	// Allow zoom toggling
	CheckZoomToggle();

	CBasePlayer *pOwner = ToBasePlayer(GetOwner());

	if ((pOwner->m_nButtons & IN_ATTACK))
	{
		if (m_flNextPrimaryAttack < gpGlobals->curtime)
		{
			PrimaryAttack();
		}
	}
	else if (m_bMustReload) //&& HasWeaponIdleTimeElapsed() )
	{
		Reload();
	}

#ifndef CLIENT_DLL
	if (m_hHook)
	{
		if (m_hRope)
			m_hRope->RecalculateLength();

		if (!(pOwner->m_nButtons & IN_ATTACK))
		{
			m_hHook->SetTouch(NULL);
			m_hHook->SetThink(NULL);

			UTIL_Remove(m_hHook);
			m_hHook = NULL;

			NotifyHookDied();

			m_bMustReload = true;
		}
	}
#endif

	//	BaseClass::ItemPostFrame();
}
Exemplo n.º 5
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemBusyFrame( void )
{
  // Allow zoom toggling even when we're reloading
  CheckZoomToggle();
  BaseClass::ItemBusyFrame();
}
Exemplo n.º 6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponGrapple::ItemBusyFrame(void)
{
	// Allow zoom toggling even when we're reloading
	CheckZoomToggle();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::ItemBusyFrame()
{
	// Allow zoom toggling even when we're reloading
	CheckZoomToggle();
}
void CWeaponTranquilizer::ItemPostFrame( void )
{
	CheckZoomToggle();
	UpdateLaserPosition();
	BaseClass::ItemPostFrame();
}