mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-02-05 02:00:34 +03:00
Implemented crossbow worldmodel bolt disappearance on player reload
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@ -591,6 +591,7 @@ private:
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void CheckZoomToggle( void );
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void FireBolt( void );
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#ifdef MAPBASE
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void SetBolt( int iSetting );
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void FireNPCBolt( CAI_BaseNPC *pOwner, Vector &vecShootOrigin, Vector &vecShootDir );
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#endif
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void ToggleZoom( void );
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@ -861,11 +862,7 @@ void CWeaponCrossbow::Reload_NPC( bool bPlaySound )
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{
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BaseClass::Reload_NPC( bPlaySound );
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int iBody = FindBodygroupByName( "bolt" );
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if (iBody != -1)
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SetBodygroup( iBody, 0 );
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else
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m_nSkin = 0;
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SetBolt( 0 );
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}
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#endif
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@ -970,6 +967,10 @@ void CWeaponCrossbow::FireBolt( void )
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m_iClip1--;
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#ifdef MAPBASE
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SetBolt( 1 );
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#endif
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pOwner->ViewPunch( QAngle( -2, 0, 0 ) );
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WeaponSound( SINGLE );
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@ -992,6 +993,18 @@ void CWeaponCrossbow::FireBolt( void )
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose: Sets whether or not the bolt is visible
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//-----------------------------------------------------------------------------
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inline void CWeaponCrossbow::SetBolt( int iSetting )
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{
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int iBody = FindBodygroupByName( "bolt" );
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if (iBody != -1 || (GetOwner() && GetOwner()->IsPlayer())) // HACKHACK: Player models check the viewmodel instead of the worldmodel, so we have to do this manually
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SetBodygroup( iBody, iSetting );
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else
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m_nSkin = iSetting;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@ -1015,11 +1028,7 @@ void CWeaponCrossbow::FireNPCBolt( CAI_BaseNPC *pOwner, Vector &vecShootOrigin,
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m_iClip1--;
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int iBody = FindBodygroupByName( "bolt" );
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if (iBody != -1)
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SetBodygroup( iBody, 1 );
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else
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m_nSkin = 1;
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SetBolt( 1 );
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WeaponSound( SINGLE_NPC );
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WeaponSound( SPECIAL2 );
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@ -1041,11 +1050,18 @@ bool CWeaponCrossbow::Deploy( void )
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{
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if ( m_iClip1 <= 0 )
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{
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#ifdef MAPBASE
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SetBolt( 1 );
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#endif
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
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}
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SetSkin( BOLT_SKIN_GLOW );
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#ifdef MAPBASE
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SetBolt( 0 );
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#endif
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return BaseClass::Deploy();
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}
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@ -1193,6 +1209,10 @@ void CWeaponCrossbow::SetChargerState( ChargerState_t state )
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// Shoot some sparks and draw a beam between the two outer points
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DoLoadEffect();
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#ifdef MAPBASE
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SetBolt( 0 );
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#endif
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break;
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case CHARGER_STATE_START_CHARGE:
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