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
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 *silencemode = ((int *)pWeapon->pvPrivateData + OFFSET_SILENCER_FIREMODE);
switch (weapontype) {
switch (weapontype)
{
case CSW_M4A1:
if (params[2] == 1) {
if (!(*silencemode & M4A1_SILENCED)) { // want to silence - can't already be silenced
if (params[2] == 1)
{
if (!(*silencemode & M4A1_SILENCED))
{ // want to silence - can't already be silenced
*silencemode |= M4A1_SILENCED;
// 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;
}
}
}
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;
// 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;
}
}
break;
case CSW_USP:
if (params[2] == 1) {
if (!(*silencemode & USP_SILENCED)) { // want to silence - can't already be silenced
if (params[2] == 1)
{
if (!(*silencemode & USP_SILENCED))
{ // want to silence - can't already be silenced
*silencemode |= USP_SILENCED;
// 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;
}
}
}
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;
// 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;
}
}
break;
default:

View File

@ -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.
*/
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.
*/