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Added request am41375 (animation toggling on silenced weapons)
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@ -218,40 +218,58 @@ static cell AMX_NATIVE_CALL cs_set_weapon_silenced(AMX *amx, cell *params) // cs
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// Make into edict pointer
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// Make into edict pointer
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edict_t *pWeapon = INDEXENT(params[1]);
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edict_t *pWeapon = INDEXENT(params[1]);
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bool draw_animation = true;
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if ((params[0] / sizeof(cell)) >= 3)
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{
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draw_animation = params[3] ? true : false;
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}
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int weapontype = (int)*((int *)pWeapon->pvPrivateData + OFFSET_WEAPONTYPE);
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int weapontype = (int)*((int *)pWeapon->pvPrivateData + OFFSET_WEAPONTYPE);
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int *silencemode = ((int *)pWeapon->pvPrivateData + OFFSET_SILENCER_FIREMODE);
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int *silencemode = ((int *)pWeapon->pvPrivateData + OFFSET_SILENCER_FIREMODE);
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switch (weapontype) {
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switch (weapontype)
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{
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case CSW_M4A1:
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case CSW_M4A1:
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if (params[2] == 1) {
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if (params[2] == 1)
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if (!(*silencemode & M4A1_SILENCED)) { // want to silence - can't already be silenced
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{
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if (!(*silencemode & M4A1_SILENCED))
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{ // want to silence - can't already be silenced
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*silencemode |= M4A1_SILENCED;
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*silencemode |= M4A1_SILENCED;
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// If this weapon has an owner that is a player, play animation for that player.
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// If this weapon has an owner that is a player, play animation for that player.
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if (UTIL_IsPlayer(amx, pWeapon->v.owner))
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if (draw_animation && UTIL_IsPlayer(amx, pWeapon->v.owner))
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{
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pWeapon->v.owner->v.weaponanim = M4A1_ATTACHSILENCEANIM;
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pWeapon->v.owner->v.weaponanim = M4A1_ATTACHSILENCEANIM;
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}
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}
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}
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}
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} else if (*silencemode & M4A1_SILENCED) { // want to unsilence - can't already be unsilenced
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else if (*silencemode & M4A1_SILENCED) { // want to unsilence - can't already be unsilenced
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*silencemode &= ~M4A1_SILENCED;
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*silencemode &= ~M4A1_SILENCED;
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// If this weapon has an owner that is a player, play animation for that player.
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// If this weapon has an owner that is a player, play animation for that player.
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if (UTIL_IsPlayer(amx, pWeapon->v.owner))
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if (draw_animation && UTIL_IsPlayer(amx, pWeapon->v.owner))
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{
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pWeapon->v.owner->v.weaponanim = M4A1_DETACHSILENCEANIM;
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pWeapon->v.owner->v.weaponanim = M4A1_DETACHSILENCEANIM;
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}
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}
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}
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break;
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break;
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case CSW_USP:
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case CSW_USP:
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if (params[2] == 1) {
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if (params[2] == 1)
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if (!(*silencemode & USP_SILENCED)) { // want to silence - can't already be silenced
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{
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if (!(*silencemode & USP_SILENCED))
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{ // want to silence - can't already be silenced
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*silencemode |= USP_SILENCED;
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*silencemode |= USP_SILENCED;
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// If this weapon has an owner that is a player, play animation for that player.
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// If this weapon has an owner that is a player, play animation for that player.
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if (UTIL_IsPlayer(amx, pWeapon->v.owner))
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if (draw_animation && UTIL_IsPlayer(amx, pWeapon->v.owner))
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{
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pWeapon->v.owner->v.weaponanim = USP_ATTACHSILENCEANIM;
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pWeapon->v.owner->v.weaponanim = USP_ATTACHSILENCEANIM;
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}
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}
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}
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}
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} else if (*silencemode & USP_SILENCED) { // want to unsilence - can't already be unsilenced
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else if (*silencemode & USP_SILENCED) { // want to unsilence - can't already be unsilenced
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*silencemode &= ~USP_SILENCED;
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*silencemode &= ~USP_SILENCED;
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// If this weapon has an owner that is a player, play animation for that player.
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// If this weapon has an owner that is a player, play animation for that player.
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if (UTIL_IsPlayer(amx, pWeapon->v.owner))
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if (draw_animation && UTIL_IsPlayer(amx, pWeapon->v.owner))
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{
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pWeapon->v.owner->v.weaponanim = USP_DETACHSILENCEANIM;
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pWeapon->v.owner->v.weaponanim = USP_DETACHSILENCEANIM;
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}
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}
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}
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break;
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break;
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default:
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default:
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@ -222,7 +222,7 @@ native cs_get_weapon_silen(index);
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/* If silence = 1, weapon will be silenced, 0 and silencer will be removed. Only USP and M4A1 can be silenced.
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/* If silence = 1, weapon will be silenced, 0 and silencer will be removed. Only USP and M4A1 can be silenced.
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*/
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*/
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native cs_set_weapon_silen(index, silence = 1);
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native cs_set_weapon_silen(index, silence = 1, draw_animation = 1);
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/* Returns amount of ammo in weapon's clip.
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/* Returns amount of ammo in weapon's clip.
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*/
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*/
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