示例#1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo )
{
	if ( BaseClass::Holster( pSwitchingTo ) == false )
		return false;

	SetStunState( false );
	SetWeaponVisible( false );

	return true;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseHL2MPCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
{
	if ( BaseClass::Holster( pSwitchingTo ) )
	{
		SetWeaponVisible( false );
		m_flHolsterTime = gpGlobals->curtime;
		return true;
	}

	return false;
}
bool CWeaponDODBase::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt )
{
	CBasePlayer *pOwner = GetPlayerOwner();
	if ( !pOwner )
	{
		return false;
	}

	pOwner->SetAnimationExtension( szAnimExt );

	SetViewModel();
	SendWeaponAnim( iActivity );

	pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() );
	m_flNextPrimaryAttack	= gpGlobals->curtime;
	m_flNextSecondaryAttack	= gpGlobals->curtime;

	SetWeaponVisible( true );
	SetWeaponModelIndex( szWeaponModel );

	CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );

	Assert( vm );

	if( vm )
	{
		//set sleeves to proper team
		switch( pOwner->GetTeamNumber() )
		{
		case TEAM_ALLIES:
			vm->m_nSkin = SLEEVE_ALLIES;
			break;
		case TEAM_AXIS:
			vm->m_nSkin = SLEEVE_AXIS;
			break;
		default:
			Assert( !"TEAM_UNASSIGNED or spectator getting a view model assigned" );
			break;
		}
	}	

	return true;
}
//-----------------------------------------------------------------------------
// Purpose: Clear out the view model when we hide
//-----------------------------------------------------------------------------
void CTFWeaponInvis::HideThink( void )
{ 
	SetWeaponVisible( false );
}