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Cstrike: cs_set_weapon_silen - Add a new value for draw_animation to follow game behavior
- Player's model sequence will be properly played - Disallow firing while animation is playing
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@ -189,18 +189,19 @@ static cell AMX_NATIVE_CALL cs_set_weapon_silenced(AMX *amx, cell *params)
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CHECK_NONPLAYER(index);
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CHECK_NONPLAYER(index);
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edict_t *pWeapon = INDEXENT(index);
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edict_t *pWeapon = INDEXENT(index);
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bool draw_animation = true;
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int draw_animation = 1;
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if ((params[0] / sizeof(cell)) >= 3)
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if ((params[0] / sizeof(cell)) >= 3)
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{
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{
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draw_animation = params[3] != 0;
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draw_animation = params[3];
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}
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}
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int weaponType = get_pdata<int>(pWeapon, m_iId);
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int weaponState = get_pdata<int>(pWeapon, m_iWeaponState);
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int weaponState = get_pdata<int>(pWeapon, m_iWeaponState);
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int weaponNewState = weaponState;
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int weaponNewState = weaponState;
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int animation = 0;
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int animation = 0;
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switch (get_pdata<int>(pWeapon, m_iId))
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switch (weaponType)
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{
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{
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case CSW_M4A1:
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case CSW_M4A1:
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{
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{
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@ -236,9 +237,61 @@ static cell AMX_NATIVE_CALL cs_set_weapon_silenced(AMX *amx, cell *params)
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{
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{
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set_pdata<int>(pWeapon, m_iWeaponState, weaponNewState);
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set_pdata<int>(pWeapon, m_iWeaponState, weaponNewState);
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if (draw_animation && UTIL_IsPlayer(pWeapon->v.owner))
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edict_t *pPlayer = pWeapon->v.owner;
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if (draw_animation > 0 && UTIL_IsPlayer(pPlayer))
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{
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{
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pWeapon->v.owner->v.weaponanim = animation;
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int currentWeapon = *static_cast<int *>(MF_PlayerPropAddr(ENTINDEX(pPlayer), Player_CurrentWeapon));
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if (currentWeapon != weaponType)
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{
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return 1;
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}
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pPlayer->v.weaponanim = animation;
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if (draw_animation >= 2)
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{
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// Skip if cl_lw client cvar (client-side weapon firing prediction) is set.
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// Technically, this should be associated to UseDecrement(), but it's true by default in game at compilation.
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if (!ENGINE_CANSKIP(pPlayer))
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{
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MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, nullptr, pPlayer);
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WRITE_BYTE(animation);
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WRITE_BYTE(pWeapon->v.body);
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MESSAGE_END();
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}
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GET_OFFSET("CBasePlayer", m_szAnimExtention);
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GET_OFFSET("CBasePlayerWeapon", m_flTimeWeaponIdle);
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GET_OFFSET("CBasePlayerWeapon", m_flNextSecondaryAttack);
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GET_OFFSET("CBasePlayerWeapon", m_flNextPrimaryAttack);
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char animExt[12];
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float time;
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switch (weaponType)
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{
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case CSW_M4A1:
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{
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strcpy(animExt, "rifle");
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time = 2.0f;
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break;
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}
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case CSW_USP:
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{
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strcpy(animExt, "onehanded");
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time = 3.0f;
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break;
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}
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}
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set_pdata<const char*>(pPlayer, m_szAnimExtention, STRING(MAKE_STRING(animExt)));
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set_pdata<float>(pWeapon, m_flTimeWeaponIdle, time);
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set_pdata<float>(pWeapon, m_flNextSecondaryAttack, time);
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set_pdata<float>(pWeapon, m_flNextPrimaryAttack, time);
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}
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}
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}
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return 1;
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return 1;
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@ -698,9 +698,12 @@ native cs_get_weapon_silen(index);
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* @param index Weapon entity index
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* @param index Weapon entity index
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* @param silence If nonzero the weapon will be put into silenced
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* @param silence If nonzero the weapon will be put into silenced
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* mode, otherwise the silenced mode will be removed
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* mode, otherwise the silenced mode will be removed
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* @param draw_animation If nonzero and the weapon is currently held by a
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* @param draw_animation If 1 and the weapon is currently held by a
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* client, the appropriate weapon animation will be
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* client, the appropriate weapon animation will be
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* played
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* played
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* If 2, same as 1 but follows game behavior by playing
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* the associated player's model sequence and disallowing
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* firing while animation is playing.
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*
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*
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* @return 1 if silenced mode set successfully, 0 if entity is
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* @return 1 if silenced mode set successfully, 0 if entity is
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* not an applicable weapon
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* not an applicable weapon
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