Added request am41375 (animation toggling on silenced weapons)

This commit is contained in:
David Anderson 2006-08-18 20:12:20 +00:00
parent f5414ff8de
commit 4fe8c71d62
2 changed files with 32 additions and 14 deletions

View File

@ -218,40 +218,58 @@ static cell AMX_NATIVE_CALL cs_set_weapon_silenced(AMX *amx, cell *params) // cs
// Make into edict pointer // Make into edict pointer
edict_t *pWeapon = INDEXENT(params[1]); edict_t *pWeapon = INDEXENT(params[1]);
bool draw_animation = true;
if ((params[0] / sizeof(cell)) >= 3)
{
draw_animation = params[3] ? true : false;
}
int weapontype = (int)*((int *)pWeapon->pvPrivateData + OFFSET_WEAPONTYPE); int weapontype = (int)*((int *)pWeapon->pvPrivateData + OFFSET_WEAPONTYPE);
int *silencemode = ((int *)pWeapon->pvPrivateData + OFFSET_SILENCER_FIREMODE); int *silencemode = ((int *)pWeapon->pvPrivateData + OFFSET_SILENCER_FIREMODE);
switch (weapontype) { switch (weapontype)
{
case CSW_M4A1: case CSW_M4A1:
if (params[2] == 1) { if (params[2] == 1)
if (!(*silencemode & M4A1_SILENCED)) { // want to silence - can't already be silenced {
if (!(*silencemode & M4A1_SILENCED))
{ // want to silence - can't already be silenced
*silencemode |= M4A1_SILENCED; *silencemode |= M4A1_SILENCED;
// If this weapon has an owner that is a player, play animation for that player. // If this weapon has an owner that is a player, play animation for that player.
if (UTIL_IsPlayer(amx, pWeapon->v.owner)) if (draw_animation && UTIL_IsPlayer(amx, pWeapon->v.owner))
{
pWeapon->v.owner->v.weaponanim = M4A1_ATTACHSILENCEANIM; pWeapon->v.owner->v.weaponanim = M4A1_ATTACHSILENCEANIM;
}
} }
} } else if (*silencemode & M4A1_SILENCED) { // want to unsilence - can't already be unsilenced
else if (*silencemode & M4A1_SILENCED) { // want to unsilence - can't already be unsilenced
*silencemode &= ~M4A1_SILENCED; *silencemode &= ~M4A1_SILENCED;
// If this weapon has an owner that is a player, play animation for that player. // If this weapon has an owner that is a player, play animation for that player.
if (UTIL_IsPlayer(amx, pWeapon->v.owner)) if (draw_animation && UTIL_IsPlayer(amx, pWeapon->v.owner))
{
pWeapon->v.owner->v.weaponanim = M4A1_DETACHSILENCEANIM; pWeapon->v.owner->v.weaponanim = M4A1_DETACHSILENCEANIM;
}
} }
break; break;
case CSW_USP: case CSW_USP:
if (params[2] == 1) { if (params[2] == 1)
if (!(*silencemode & USP_SILENCED)) { // want to silence - can't already be silenced {
if (!(*silencemode & USP_SILENCED))
{ // want to silence - can't already be silenced
*silencemode |= USP_SILENCED; *silencemode |= USP_SILENCED;
// If this weapon has an owner that is a player, play animation for that player. // If this weapon has an owner that is a player, play animation for that player.
if (UTIL_IsPlayer(amx, pWeapon->v.owner)) if (draw_animation && UTIL_IsPlayer(amx, pWeapon->v.owner))
{
pWeapon->v.owner->v.weaponanim = USP_ATTACHSILENCEANIM; pWeapon->v.owner->v.weaponanim = USP_ATTACHSILENCEANIM;
}
} }
} } else if (*silencemode & USP_SILENCED) { // want to unsilence - can't already be unsilenced
else if (*silencemode & USP_SILENCED) { // want to unsilence - can't already be unsilenced
*silencemode &= ~USP_SILENCED; *silencemode &= ~USP_SILENCED;
// If this weapon has an owner that is a player, play animation for that player. // If this weapon has an owner that is a player, play animation for that player.
if (UTIL_IsPlayer(amx, pWeapon->v.owner)) if (draw_animation && UTIL_IsPlayer(amx, pWeapon->v.owner))
{
pWeapon->v.owner->v.weaponanim = USP_DETACHSILENCEANIM; pWeapon->v.owner->v.weaponanim = USP_DETACHSILENCEANIM;
}
} }
break; break;
default: default:

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@ -222,7 +222,7 @@ native cs_get_weapon_silen(index);
/* If silence = 1, weapon will be silenced, 0 and silencer will be removed. Only USP and M4A1 can be silenced. /* If silence = 1, weapon will be silenced, 0 and silencer will be removed. Only USP and M4A1 can be silenced.
*/ */
native cs_set_weapon_silen(index, silence = 1); native cs_set_weapon_silen(index, silence = 1, draw_animation = 1);
/* Returns amount of ammo in weapon's clip. /* Returns amount of ammo in weapon's clip.
*/ */