mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-06-06 19:02:10 +03:00
Implemented crossbow worldmodel bolt disappearance on player reload
This commit is contained in:
parent
f975e7d10d
commit
450e6a2ff2
@ -591,6 +591,7 @@ private:
|
|||||||
void CheckZoomToggle( void );
|
void CheckZoomToggle( void );
|
||||||
void FireBolt( void );
|
void FireBolt( void );
|
||||||
#ifdef MAPBASE
|
#ifdef MAPBASE
|
||||||
|
void SetBolt( int iSetting );
|
||||||
void FireNPCBolt( CAI_BaseNPC *pOwner, Vector &vecShootOrigin, Vector &vecShootDir );
|
void FireNPCBolt( CAI_BaseNPC *pOwner, Vector &vecShootOrigin, Vector &vecShootDir );
|
||||||
#endif
|
#endif
|
||||||
void ToggleZoom( void );
|
void ToggleZoom( void );
|
||||||
@ -861,11 +862,7 @@ void CWeaponCrossbow::Reload_NPC( bool bPlaySound )
|
|||||||
{
|
{
|
||||||
BaseClass::Reload_NPC( bPlaySound );
|
BaseClass::Reload_NPC( bPlaySound );
|
||||||
|
|
||||||
int iBody = FindBodygroupByName( "bolt" );
|
SetBolt( 0 );
|
||||||
if (iBody != -1)
|
|
||||||
SetBodygroup( iBody, 0 );
|
|
||||||
else
|
|
||||||
m_nSkin = 0;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@ -970,6 +967,10 @@ void CWeaponCrossbow::FireBolt( void )
|
|||||||
|
|
||||||
m_iClip1--;
|
m_iClip1--;
|
||||||
|
|
||||||
|
#ifdef MAPBASE
|
||||||
|
SetBolt( 1 );
|
||||||
|
#endif
|
||||||
|
|
||||||
pOwner->ViewPunch( QAngle( -2, 0, 0 ) );
|
pOwner->ViewPunch( QAngle( -2, 0, 0 ) );
|
||||||
|
|
||||||
WeaponSound( SINGLE );
|
WeaponSound( SINGLE );
|
||||||
@ -992,6 +993,18 @@ void CWeaponCrossbow::FireBolt( void )
|
|||||||
}
|
}
|
||||||
|
|
||||||
#ifdef MAPBASE
|
#ifdef MAPBASE
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Purpose: Sets whether or not the bolt is visible
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
inline void CWeaponCrossbow::SetBolt( int iSetting )
|
||||||
|
{
|
||||||
|
int iBody = FindBodygroupByName( "bolt" );
|
||||||
|
if (iBody != -1 || (GetOwner() && GetOwner()->IsPlayer())) // HACKHACK: Player models check the viewmodel instead of the worldmodel, so we have to do this manually
|
||||||
|
SetBodygroup( iBody, iSetting );
|
||||||
|
else
|
||||||
|
m_nSkin = iSetting;
|
||||||
|
}
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// Purpose:
|
// Purpose:
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
@ -1015,11 +1028,7 @@ void CWeaponCrossbow::FireNPCBolt( CAI_BaseNPC *pOwner, Vector &vecShootOrigin,
|
|||||||
|
|
||||||
m_iClip1--;
|
m_iClip1--;
|
||||||
|
|
||||||
int iBody = FindBodygroupByName( "bolt" );
|
SetBolt( 1 );
|
||||||
if (iBody != -1)
|
|
||||||
SetBodygroup( iBody, 1 );
|
|
||||||
else
|
|
||||||
m_nSkin = 1;
|
|
||||||
|
|
||||||
WeaponSound( SINGLE_NPC );
|
WeaponSound( SINGLE_NPC );
|
||||||
WeaponSound( SPECIAL2 );
|
WeaponSound( SPECIAL2 );
|
||||||
@ -1041,11 +1050,18 @@ bool CWeaponCrossbow::Deploy( void )
|
|||||||
{
|
{
|
||||||
if ( m_iClip1 <= 0 )
|
if ( m_iClip1 <= 0 )
|
||||||
{
|
{
|
||||||
|
#ifdef MAPBASE
|
||||||
|
SetBolt( 1 );
|
||||||
|
#endif
|
||||||
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
|
||||||
}
|
}
|
||||||
|
|
||||||
SetSkin( BOLT_SKIN_GLOW );
|
SetSkin( BOLT_SKIN_GLOW );
|
||||||
|
|
||||||
|
#ifdef MAPBASE
|
||||||
|
SetBolt( 0 );
|
||||||
|
#endif
|
||||||
|
|
||||||
return BaseClass::Deploy();
|
return BaseClass::Deploy();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1193,6 +1209,10 @@ void CWeaponCrossbow::SetChargerState( ChargerState_t state )
|
|||||||
// Shoot some sparks and draw a beam between the two outer points
|
// Shoot some sparks and draw a beam between the two outer points
|
||||||
DoLoadEffect();
|
DoLoadEffect();
|
||||||
|
|
||||||
|
#ifdef MAPBASE
|
||||||
|
SetBolt( 0 );
|
||||||
|
#endif
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case CHARGER_STATE_START_CHARGE:
|
case CHARGER_STATE_START_CHARGE:
|
||||||
|
Loading…
x
Reference in New Issue
Block a user