void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) ) { if ( pEvent->event == EVENT_WEAPON_MELEE_HIT ) { HandleAnimEventMeleeHit( pEvent, pOperator ); } else if ( pEvent->event == AE_WPN_PLAYWPNSOUND ) { int iSnd = GetWeaponSoundFromString(pEvent->options); if ( iSnd != -1 ) { WeaponSound( (WeaponSound_t)iSnd ); } } } DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() ); }
//----------------------------------------------------------------------------- // Purpose: // Input : *pEvent - // *pOperator - //----------------------------------------------------------------------------- void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) ) { if ( pEvent->event == AE_NPC_WEAPON_FIRE ) { bool bSecondary = (atoi( pEvent->options ) != 0); Operator_ForceNPCFire( pOperator, bSecondary ); return; } else if ( pEvent->event == AE_WPN_PLAYWPNSOUND ) { int iSnd = GetWeaponSoundFromString(pEvent->options); if ( iSnd != -1 ) { WeaponSound( (WeaponSound_t)iSnd ); } } } DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() ); }