void CWeapon_Manhack::WeaponIdle( void ) { /*bool hasAmmo = false; CBaseCombatCharacter *pOwner = GetOwner(); if (pOwner==NULL) return false; if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0) hasAmmo=true;*/ // Ready to switch animations? int iAnim; //TERO: lets set how many Manhacks we have online CBaseCombatCharacter *pOwner = GetOwner(); if (pOwner) { pOwner->SetAmmoCount( NumberOfManhacks(), m_iSecondaryAmmoType ); } if ( (HasNPCManhack() || !m_bHasAmmo) && !m_bSpawnSomeMore ) { iAnim=ACT_SLAM_DETONATOR_IDLE; m_bIsDoingController=true; UpdateControllerPanel(); //TERO: if (m_bIsDrawing) iAnim=ACT_SLAM_DETONATOR_DRAW; else if (m_bIsDoingShit) iAnim=ACT_SLAM_DETONATOR_DETONATE; else if (m_bIsDoingShitToo) iAnim=ACT_VM_HOLSTER; //ACT_SLAM_DETONATOR_THROW_DRAW if (HasWeaponIdleTimeElapsed() || m_bSkip) { SendWeaponAnim( iAnim ); m_bSkip=false; } } else { UpdateControllerPanel(); iAnim=ACT_VM_IDLE; m_bSkip =false; if (m_bIsDoingController) { m_bIsDoingShitToo=true; m_bRedraw=true; m_bSkip=true; m_bIsDoingController=false; } if ( HasWeaponIdleTimeElapsed() || m_bSkip ) { if (m_bIsDrawing) iAnim=ACT_VM_DRAW; else if (m_bIsDoingShit) iAnim=ACT_VM_THROW; else if (m_bIsDoingShitToo) iAnim=ACT_SLAM_DETONATOR_HOLSTER; SendWeaponAnim( iAnim ); } } }