void CWeaponMagazinedWGrenade::OnEvent(NET_Packet& P, u16 type) { inherited::OnEvent(P,type); u16 id; switch (type) { case GE_OWNERSHIP_TAKE: { P.r_u16(id); CRocketLauncher::AttachRocket(id, this); } break; case GE_OWNERSHIP_REJECT : case GE_LAUNCH_ROCKET : { bool bLaunch = (type==GE_LAUNCH_ROCKET); P.r_u16 (id); CRocketLauncher::DetachRocket(id, bLaunch); if(bLaunch) { PlayAnimShoot (); PlaySound ("sndShotG", get_LastFP2()); AddShotEffector (); StartFlameParticles2(); } break; } } }
void CWeaponMagazinedWGrenade::OnShot () { if(m_bGrenadeMode) { PlayAnimShoot (); PlaySound ("sndShotG", get_LastFP2()); AddShotEffector (); StartFlameParticles2(); } else inherited::OnShot (); }
void CWeaponPistol::OnShot () { PlaySound (m_sSndShotCurrent.c_str(),get_LastFP()); AddShotEffector (); PlayAnimShoot (); // Shell Drop Fvector vel; PHGetLinearVell(vel); OnShellDrop (get_LastSP(), vel); // ќгонь из ствола StartFlameParticles (); R_ASSERT2(!m_pFlameParticles || !m_pFlameParticles->IsLooped(), "can't set looped particles system for shoting with pistol"); //дым из ствола StartSmokeParticles (get_LastFP(), vel); }
void CWeaponMagazined::OnShot() { // Sound PlaySound(*m_pSndShotCurrent, get_LastFP()); // Camera AddShotEffector(); // Animation PlayAnimShoot(); // Shell Drop Fvector vel; PHGetLinearVell(vel); OnShellDrop(get_LastSP(), vel); // Огонь из ствола StartFlameParticles(); //дым из ствола ForceUpdateFireParticles(); StartSmokeParticles(get_LastFP(), vel); }
void CWeaponStatMgun::OnShot() { VERIFY(Owner()); FireBullet ( m_fire_pos, m_fire_dir, fireDispersionBase, *m_Ammo, Owner()->ID(),ID(), SendHitAllowed(Owner())); StartShotParticles (); if(m_bLightShotEnabled) Light_Start (); StartFlameParticles (); StartSmokeParticles (m_fire_pos, zero_vel); OnShellDrop (m_fire_pos, zero_vel); bool b_hud_mode = (Level().CurrentEntity() == smart_cast<CObject*>(Owner())); m_sounds.PlaySound ("sndShot", m_fire_pos, Owner(), b_hud_mode); AddShotEffector (); m_dAngle.set ( ::Random.randF(-fireDispersionBase,fireDispersionBase), ::Random.randF(-fireDispersionBase,fireDispersionBase)); }