float CCSPlayerAnimState::GetCurrentMaxGroundSpeed() { Activity currentActivity = m_pOuter->GetSequenceActivity( m_pOuter->GetSequence() ); if ( currentActivity == ACT_WALK || currentActivity == ACT_IDLE ) return ANIM_TOPSPEED_WALK; else if ( currentActivity == ACT_RUN ) { if ( m_pPlayer ) { CBaseCombatWeapon *activeWeapon = m_pPlayer->GetActiveWeapon(); if ( activeWeapon ) { CWeaponCSBase *csWeapon = dynamic_cast< CWeaponCSBase * >( activeWeapon ); if ( csWeapon ) { return csWeapon->GetMaxSpeed(); } } } return ANIM_TOPSPEED_RUN; } else if ( currentActivity == ACT_RUN_CROUCH ) return ANIM_TOPSPEED_RUN_CROUCH; else return 0; }
bool CC4::ShouldRemoveOnRoundRestart() { // Doesn't matter if we have an owner or not.. always remove the C4 when the round restarts. // The gamerules will give another C4 to some lucky player. CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer && pPlayer->GetActiveWeapon() == this ) engine->ClientCommand( pPlayer->edict(), "lastinv reset\n" ); return true; }
void CCSPlayerAnimState::ComputeGrenadeSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeGrenadeSequence" ); if ( m_bThrowingGrenade ) { UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bThrowingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, false ); } else { // Priming the grenade isn't an event.. we just watch the player for it. // Also play the prime animation first if he wants to throw the grenade. bool bThrowPending = (m_iLastThrowGrenadeCounter != GetOuterGrenadeThrowCounter()); if ( IsOuterGrenadePrimed() || bThrowPending ) { if ( !m_bPrimingGrenade ) { // If this guy just popped into our PVS, and he's got his grenade primed, then // let's assume that it's all the way primed rather than playing the prime // animation from the start. if ( TimeSinceLastAnimationStateClear() < 0.4f ) { m_flGrenadeCycle = 1; if ( m_pPlayer ) { CBaseCombatWeapon *pWeapon = m_pPlayer->GetActiveWeapon(); CBaseCSGrenade *pGren = dynamic_cast<CBaseCSGrenade*>( pWeapon ); if ( pWeapon && !pGren ) { // The player coming into our PVS has a non-grenade weapon equipped. // Either he switched away from it or he has already thrown the grenade. Bail. m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter(); return; } } } else { m_flGrenadeCycle = 0; } m_iGrenadeSequence = CalcGrenadePrimeSequence(); } m_bPrimingGrenade = true; UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bPrimingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, true ); // If we're waiting to throw and we're done playing the prime animation... if ( bThrowPending && m_flGrenadeCycle == 1 ) { m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter(); // Now play the throw animation. m_iGrenadeSequence = CalcGrenadeThrowSequence(); if ( m_iGrenadeSequence != -1 ) { // Configure to start playing m_bThrowingGrenade = true; m_bPrimingGrenade = false; m_flGrenadeCycle = 0; } } } else { m_bPrimingGrenade = false; } } }