dlls/basecombatweapon.cpp
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ConVar weapon_showproficiency( "weapon_showproficiency", "0" );
extern ConVar ai_debug_shoot_positions;
//-----------------------------------------------------------------------------
// Purpose: Precache global weapon sounds
//-----------------------------------------------------------------------------
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ConVar weapon_showproficiency( "weapon_showproficiency", "0" );
extern ConVar ai_debug_shoot_positions;
extern void PrecacheFileGrenadeInfoDatabase(IFileSystem *filesystem, const unsigned char *pICEKey);
extern void PrecacheFilePlayerClassInfoDatabase(IFileSystem *filesystem, const unsigned char *pICEKey);
//-----------------------------------------------------------------------------
// Purpose: Precache global weapon sounds
//-----------------------------------------------------------------------------
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void W_Precache(void)
{
PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball
g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball
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void W_Precache(void)
{
PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
// --> Mirv: Add some more here
PrecacheFileGrenadeInfoDatabase(filesystem, g_pGameRules->GetEncryptionKey());
PrecacheFilePlayerClassInfoDatabase(filesystem, g_pGameRules->GetEncryptionKey());
// <--
g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball
g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball
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//-----------------------------------------------------------------------------
int CBaseCombatWeapon::UpdateTransmitState( void)
{
// If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic
// about whether or not to transmit it.
if ( GetOwner() )
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//-----------------------------------------------------------------------------
int CBaseCombatWeapon::UpdateTransmitState( void)
{
// --> FF
#ifdef GAME_DLL
// always transmit if you're an objective
if ( m_ObjectivePlayerRefs.Count() > 0 )
return SetTransmitState( FL_EDICT_ALWAYS );
#endif // GAME_DLL
// <-- FF
// If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic
// about whether or not to transmit it.
if ( GetOwner() )
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if ( IsSequenceFinished() )
{
if ( SequenceLoops() )
{
// animation does loop, which means we're playing subtle idle. Might need to fidget.
int iSequence = SelectWeightedSequence( GetActivity() );
if ( iSequence != ACTIVITY_NOT_AVAILABLE )
{
ResetSequence( iSequence ); // Set to new anim (if it's there)
}
}
#if 0
else
{
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if ( IsSequenceFinished() )
{
// --> Mirv: Removed for world model fix
// Don't allow this to happen. It won't affect the viewmodel loops because
// they are done separately. If something comes up later with w_ model loops,
// reset to the current sequence and not the new SelectWeightedSequence
//if ( SequenceLoops() )
//{
// // animation does loop, which means we're playing subtle idle. Might need to fidget.
// int iSequence = SelectWeightedSequence( GetActivity() );
// if ( iSequence != ACTIVITY_NOT_AVAILABLE )
// {
// ResetSequence( iSequence ); // Set to new anim (if it's there)
// }
//}
// <-- Mirv
#if 0
else
{