Script:Files:script/weapons/base.script
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/************************************************************************************ ************************************************************************************/ object weapon_base { boolean WEAPON_ATTACK; boolean WEAPON_ALTFIRE; boolean WEAPON_RELOAD; boolean WEAPON_RAISEWEAPON; boolean WEAPON_LOWERWEAPON; boolean WEAPON_MODESWITCH; boolean WEAPON_HIDE; void init(); void preinit(); void destroy(); boolean CanRemove( float amount ); void Remove( float amount ); void WeaponBase_CheckProficiency(); void UpdateSpreadModifiers(); float GetFovSpread(); boolean DisableSpread() { return false; } void RemoveLocalIronSightsEffects(); void AddLocalIronSightsEffects(); void PlayIdleAnim(); void PlayZoomInAnim(); void PlayZoomOutAnim(); void PlayStartSprintAnim(); void PlayLeaveSprintAnim(); void OnBecomeViewWeapon(); void OnFinishViewWeapon(); void FreeScopeGUI() { ; } void LoadScopeGUI() { ; } boolean ShouldRunGuis(); void vCheckProficiency(); void UseAmmo_Stroyent( float modIndex ); void UseAmmo( float modIndex ); boolean CanReload() { return false; } boolean NeedsReload() { return false; } void DisableIronSights_Private( boolean allowWait ); void EnableIronSights_Private(); void DisableIronSights(); void EnableIronSights(); void ToggleIronSights(); void CheckIronSights(); void CreateIronSightsThread(); void IronSightsThread(); void StopIronSightsThread(); void OnNetworkReload(); void LaunchProjectile( float modIndex, float projectileIndex ); void LaunchProjectile_Stroyent( float modIndex, float projectileIndex ); void AmmoCheckClip( float modIndex ); void AmmoCheck( float modIndex ); void PlayFireSound(); void StopFireSound(); void DestroySound(); void HideSights(); void ShowSights(); void ShowCrosshair(); void HideCrosshair(); void UpdateCharge(); void StartCooling(); void FinishCooling(); void PlayFireEffect(); void OnProxyEnter(); void OnProxyExit(); void OnIronSightsEnabled() { ; } void OnIronSightsDisabled() { ; } void KillUpdateHeat(); void CreateUpdateHeat(); void UpdateHeat(); void HideUseCount(); void ShowUseCount(); void Base_OnProxyEnter(); void Base_OnProxyExit(); void Base_BeginReload(); void Base_EndReload(); boolean HasNoAmmo(); void Base_Raise(); void Raise() { Base_Raise(); } void DoRaise( string newState, float blend ); void Base_Lower(); void Lower() { Base_Lower(); } void LeaveSprint( string newState, float blend ); void Sprint(); void Reload() {} void AddHeat(); boolean IsOverheated(); void UpdateCrosshair(); void SetCrosshair(); boolean AllowLocalMuzzleFlash(); float chargePerUse; float fireRate; float fovSpeed; float fovSpread; float fovTime; float fovZoom; float lowAmmo; float lowAmmoWarn; float numModes; float numProjectiles; float range; float reFire; float reloadAmmo; boolean sightsHidden; float speedMod; float triggerDelay; float spreadModifier; float overheatLength; float overheatPerShot; float heatTimerHandle; player myPlayer; boolean altFireDown; boolean mainFireDown; boolean modeSwitchDown; boolean isCooling; boolean showAllAmmo; boolean showClip; boolean hideAmmo; boolean showCharge; boolean needsAmmoBox; boolean localIronSightsEffectsActive; boolean localIronSightsEffectsEnabled; boolean ironSightsEnabled; boolean wantsIronSights; boolean ironSightsThreadActive; boolean hideCrosshair; boolean secondaryCrosshair; boolean noEnergySegments; boolean GetIronSightsStatus() { return ironSightsEnabled; } void StartIdleEffect(); void StopIdleEffect(); boolean idleEffectOn; string idleEffectJoint; string crosshairPrimary; string crosshairSecondary; float fireChannelUpto; }; boolean weapon_base::ShouldRunGuis() { return myPlayer == sys.getLocalViewPlayer() && myPlayer != $null_entity; } void weapon_base::preinit() { fireRate = getFloatKeyWithDefault( "fire_rate", 0.2f ); numProjectiles = getFloatKeyWithDefault( "num_projectiles", 1.f ); range = getFloatKeyWithDefault( "range", 8192 ); triggerDelay = getFloatKeyWithDefault( "trigger_delay", 0.f ); reloadAmmo = getFloatKeyWithDefault( "reload_ammo", 1.f ); numModes = getFloatKeyWithDefault( "num_modes", 1.f ); lowAmmoWarn = getFloatKeyWithDefault( "low_ammo", 3.f ); speedMod = getFloatKeyWithDefault( "speed_mod", 1.f ); fovZoom = getFloatKeyWithDefault( "fov_zoom", 60.f ); fovTime = getFloatKeyWithDefault( "fov_time", 0.25f ); fovSpeed = getFloatKeyWithDefault( "fov_speed", 0.5f ); fovSpread = getFloatKeyWithDefault( "fov_spread", 0.5f ); spreadModifier = getFloatKeyWithDefault( "spread_bonus", 0.8f ); overheatLength = getFloatKeyWithDefault( "overheat_length", 5 ); overheatPerShot = getFloatKeyWithDefault( "overheat_per_shot", 0.5 ); heatTimerHandle = sys.allocTargetTimer( getKeyWithDefault( "timer_heat", "heat_default" ) ); chargePerUse = getFloatKeyWithDefault( "charge_per_use", 10.f ) / 100.f; showAllAmmo = getFloatKeyWithDefault( "show_all_ammo", 0 ) == 1; showClip = getFloatKeyWithDefault( "hide_clip", 0 ) != 1; hideAmmo = getFloatKeyWithDefault( "hide_ammo", 0 ); needsAmmoBox = getFloatKeyWithDefault( "needsAmmoBox", 1 ); showCharge = getFloatKeyWithDefault( "show_charge", 0 ); hideCrosshair = getFloatKeyWithDefault( "hide_crosshair", 1 ) != 0.f; noEnergySegments = getFloatKeyWithDefault( "no_energy_segments", 0 ) != 0.f; idleEffectJoint = getKeyWithDefault( "idle_effect_joint", "muzzle" ); crosshairPrimary = getKeyWithDefault( "crosshair", "small" ); crosshairSecondary = getKeyWithDefault( "crosshair_secondary", crosshairPrimary ); reFire = 0; myPlayer = getOwner(); team_base team = myPlayer.getGameTeam(); float diff = 1.f - speedMod; if ( diff > 0.f ) { speedMod = speedMod + ( diff * team.GetWeaponSpeedBonus( myPlayer ) ); } } void weapon_base::init() { vCheckProficiency(); show(); myPlayer.setSpeedModifier( speedMod ); UpdateCrosshair(); } void weapon_base::StartIdleEffect() { if ( !idleEffectOn ) { playEffect( "fx_idle", idleEffectJoint, 1 ); idleEffectOn = true; } } void weapon_base::StopIdleEffect() { if ( idleEffectOn ) { stopEffect( "fx_idle" ); idleEffectOn = false; } } void weapon_base::UpdateCrosshair() { entity proxy = myPlayer.getProxyEntity(); boolean allowInProxy = true; if ( proxy != $null_entity ) { allowInProxy = myPlayer.getProxyAllowWeapon(); } if( ShouldRunGuis() && allowInProxy ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponShowAllAmmo", showAllAmmo ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponShowClip", showClip ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponHideAmmo", hideAmmo ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponNeedsAmmoBox", needsAmmoBox ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponShowCustom", 0 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponShowCharge", showCharge ); if ( !noEnergySegments ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.energySegments", chargePerUse * 100 ); } SetCrosshair(); } } void weapon_base::SetCrosshair() { if ( myPlayer.IsSniperScopeUp() || ironSightsEnabled ) { sys.setGUIString( GUI_GLOBALS_HANDLE, "gameHud.weaponCrosshair", crosshairSecondary ); } else { sys.setGUIString( GUI_GLOBALS_HANDLE, "gameHud.weaponCrosshair", crosshairPrimary ); } } void weapon_base::UpdateCharge() { if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.energyAvailable", myPlayer.EnergyBar_CanRemove( chargePerUse ) ); } } void weapon_base::destroy() { if ( myPlayer != $null_entity ) { myPlayer.disableSprint( 0.f ); myPlayer.disableRun( 0.f ); myPlayer.setSpeedModifier( 1.f ); if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponShowAllAmmo", 0 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponShowClip", 1 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponHideAmmo", 0 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponShowCustom", 0 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponNeedsAmmoBox", 0 ); sys.setGUIString( GUI_GLOBALS_HANDLE, "gameHud.weaponCrosshair", "small" ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponReloadTime", 0 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponLowAmmo", 0 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.energyAvailable", 1 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponShowCharge", 0 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.energySegments", 1 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.cooling", 0.f ); } } stopSound( SND_WEAPON_IDLE ); stopSound( SND_WEAPON_RELOAD ); setFov( sys.getDefaultFov(), sys.getDefaultFov(), 0.f ); ShowSights(); RemoveLocalIronSightsEffects(); StopIdleEffect(); } float weapon_base::GetFovSpread() { if ( ironSightsEnabled ) { return fovSpread; } return 1.f; } void weapon_base::UpdateSpreadModifiers() { float spread = 1.f; if ( DisableSpread() ) { // scoped rifles have sway instead of spread spread = 0.f; } else { spread = spread * GetFovSpread(); if ( myPlayer != $null_entity ) { team_base team = myPlayer.getGameTeam(); if ( team != $null ) { if ( team.HasSpreadBonus( myPlayer ) ) { spread = spread * spreadModifier; } } } } setSpreadModifier( spread ); } void weapon_base::DisableIronSights() { wantsIronSights = false; CreateIronSightsThread(); } void weapon_base::EnableIronSights() { wantsIronSights = true; CreateIronSightsThread(); } void weapon_base::OnBecomeViewWeapon() { if ( localIronSightsEffectsActive ) { AddLocalIronSightsEffects(); } UpdateCrosshair(); } void weapon_base::OnFinishViewWeapon() { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponReloadTime", 0 ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.cooling", 0.f ); RemoveLocalIronSightsEffects(); } void weapon_base::RemoveLocalIronSightsEffects() { if ( !localIronSightsEffectsEnabled ) { return; } localIronSightsEffectsEnabled = false; ShowSights(); FreeScopeGUI(); } void weapon_base::DisableIronSights_Private( boolean allowWait ) { // just to make sure that anything calling this from elsewhere sets the state up correctly wantsIronSights = false; setDriftScale( 1.f ); setFov( fovZoom, sys.getDefaultFov(), fovTime * 0.46f ); if ( allowWait ) { PlayZoomOutAnim(); waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) ); } localIronSightsEffectsActive = false; RemoveLocalIronSightsEffects(); myPlayer.setSpeedModifier( speedMod ); ironSightsEnabled = false; setBlendFrames( ANIMCHANNEL_ALL, 4 ); PlayIdleAnim(); OnIronSightsDisabled(); UpdateSpreadModifiers(); } void weapon_base::AddLocalIronSightsEffects() { if ( localIronSightsEffectsEnabled ) { return; } if ( myPlayer == $null_entity ) { return; } if ( myPlayer == sys.getLocalViewPlayer() ) { localIronSightsEffectsEnabled = true; HideSights(); LoadScopeGUI(); } } void weapon_base::EnableIronSights_Private() { // just to make sure that anything calling this from elsewhere sets the state up correctly wantsIronSights = true; setDriftScale( 0.f ); PlayZoomInAnim(); sys.waitFrame(); setFovStart( sys.getDefaultFov(), fovZoom, fovTime * 0.0f, fovTime * 0.6f ); waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) ); localIronSightsEffectsActive = true; AddLocalIronSightsEffects(); myPlayer.setSpeedModifier( speedMod * fovSpeed ); ironSightsEnabled = true; setBlendFrames( ANIMCHANNEL_ALL, 4 ); PlayIdleAnim(); OnIronSightsEnabled(); UpdateSpreadModifiers(); } void weapon_base::CheckIronSights() { if( WEAPON_ALTFIRE ) { if( !altFireDown ) { ToggleIronSights(); waitUntil( !ironSightsThreadActive ); altFireDown = true; } } else { altFireDown = false; } } void weapon_base::ToggleIronSights() { if ( wantsIronSights ) { wantsIronSights = false; } else { wantsIronSights = true; } CreateIronSightsThread(); } void weapon_base::CreateIronSightsThread() { if ( ironSightsThreadActive ) { return; } ironSightsThreadActive = true; thread IronSightsThread(); } void weapon_base::StopIronSightsThread() { sys.killThread( "IronSightsThread_" + getName() ); } void weapon_base::IronSightsThread() { while ( true ) { if ( ironSightsEnabled == wantsIronSights ) { break; } if ( wantsIronSights ) { EnableIronSights_Private(); } else { DisableIronSights_Private( true ); } UpdateCrosshair(); sys.waitFrame(); } ironSightsThreadActive = false; StopIronSightsThread(); } void weapon_base::HideSights() { if ( !sightsHidden ) { sightsHidden = true; if ( !myPlayer.isGunHidden() ) { HideCrosshair(); } } } void weapon_base::ShowSights() { if ( sightsHidden ) { sightsHidden = false; ShowCrosshair(); } } void weapon_base::ShowCrosshair() { if ( hideCrosshair ) { if ( ShouldRunGuis() ) { float count = sys.getGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.hideCrosshairCounter" ); count = count - 1; if ( count < 0 ) { count = 0; } sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.hideCrosshairCounter", count ); } } } void weapon_base::HideCrosshair() { if ( hideCrosshair ) { if ( ShouldRunGuis() ) { float count = sys.getGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.hideCrosshairCounter" ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.hideCrosshairCounter", count + 1 ); } } } void weapon_base::UseAmmo( float modIndex ) { if ( sys.isClient() ) { return; } float amount = ammoRequired( modIndex ); useAmmo( ammoType( modIndex ), amount ); addToClip( modIndex, -amount ); } void weapon_base::UseAmmo_Stroyent( float modIndex ) { if ( sys.isClient() ) { return; } float amount = ammoRequired( modIndex ); useAmmo( ammoType( modIndex ), amount ); } void weapon_base::LaunchProjectile( float modIndex, float projectileIndex ) { launchProjectiles( numProjectiles, projectileIndex, getCurrentSpread(), 0, 1, 1 ); UseAmmo( modIndex ); increaseSpread(); } void weapon_base::LaunchProjectile_Stroyent( float modIndex, float projectileIndex ) { launchProjectiles( numProjectiles, projectileIndex, getCurrentSpread(), 0, 1, 1 ); UseAmmo_Stroyent( modIndex ); AddHeat(); increaseSpread(); } void weapon_base::AmmoCheckClip( float modIndex ) { if( ammoInClip( modIndex ) == lowAmmoWarn ) { sys.waitFrame(); startSound( "snd_lowAmmo", SND_WEAPON_SIG ); if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponLowAmmo", 1 ); } } } void weapon_base::AmmoCheck( float modIndex ) { if( ammoAvailable( modIndex ) == lowAmmoWarn ) { sys.waitFrame(); startSound( "snd_lowAmmo", SND_WEAPON_SIG ); if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponLowAmmo", 1 ); } } } void weapon_base::PlayFireSound() { // float diversePitch = 0.75f + sys.random( 0.5f ); fireChannelUpto = fireChannelUpto + 1; if ( fireChannelUpto > SND_WEAPON_FIRE_NUM - 1 ) { fireChannelUpto = 0; } startSound( "snd_fire_local", SND_WEAPON_FIRE_LOCAL_START + fireChannelUpto ); // setChannelPitchShift( SND_WEAPON_FIRE_LOCAL, diversePitch ); startSound( "snd_fire", SND_WEAPON_FIRE ); startSound( "snd_fire_far", SND_WEAPON_FIRE_FAR ); } void weapon_base::StopFireSound() { startSound( "snd_fire_local_trail", SND_WEAPON_FIRE_LOCAL ); startSound( "snd_fire_trail", SND_WEAPON_FIRE ); startSound( "snd_fire_far_trail", SND_WEAPON_FIRE_FAR ); } void weapon_base::DestroySound() { } void weapon_base::Base_OnProxyEnter() { vCancelFire(); } void weapon_base::OnProxyEnter() { Base_OnProxyEnter(); } void weapon_base::Base_OnProxyExit() { UpdateCrosshair(); } void weapon_base::OnProxyExit() { Base_OnProxyExit(); } void weapon_base::AddHeat() { float heatValue = sys.getTargetTimerValue( heatTimerHandle, myPlayer ); if ( heatValue < sys.getTime() ) { heatValue = sys.getTime(); } heatValue = heatValue + overheatPerShot; sys.setTargetTimerValue( heatTimerHandle, myPlayer, heatValue ); } boolean weapon_base::IsOverheated() { if ( myPlayer == $null_entity ) { return false; } float heatValue = sys.getTargetTimerValue( heatTimerHandle, myPlayer ); if ( ( heatValue - sys.getTime() ) >= overheatLength ) { return true; } return false; } void weapon_base::KillUpdateHeat() { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.showHeat", 0.f ); sys.killThread( "UpdateHeat_" + getName() ); } void weapon_base::CreateUpdateHeat() { KillUpdateHeat(); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.showHeat", 1.f ); thread UpdateHeat(); } void weapon_base::HideUseCount() { if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.showUseCount", 0.f ); } } void weapon_base::ShowUseCount() { if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.showUseCount", 1.f ); } } void weapon_base::UpdateHeat() { float heatValue; float fraction; while ( true ) { sys.waitFrame(); heatValue = sys.getTargetTimerValue( heatTimerHandle, myPlayer ) - sys.getTime(); if ( heatValue < 0 ) { heatValue = 0; } else if ( heatValue > overheatLength ) { heatValue = overheatLength; } fraction = 1 - ( heatValue / overheatLength ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.heat", fraction ); } } void weapon_base::StartCooling() { if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.cooling", 1.f ); } } void weapon_base::FinishCooling() { if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "weapons.cooling", 0.f ); } } void weapon_base::PlayFireEffect() { if ( sys.getLocalViewPlayer() != myPlayer || pm_thirdperson.getBoolValue() ) { entity worldModel = getWorldModel( 0 ); // FIXME worldModel.playEffect( "fx_muzzle_flash_world", "muzzle", 0.0f ); } else { if ( AllowLocalMuzzleFlash() ) { playEffect( "fx_muzzle_flash", "muzzle", 0.f ); } else { playEffect( "fx_muzzle_flash_novisuals", "muzzle", 0.f ); } } } void weapon_base::Base_BeginReload() { if ( ShouldRunGuis() ) { float reloadTime = getAnimLength( "reload" ); sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponReloadTime", reloadTime ); } } void weapon_base::Base_EndReload() { if ( ShouldRunGuis() ) { sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponReloadTime", 0 ); } } void weapon_base::Base_Raise() { UpdateCrosshair(); if ( myPlayer.AI_SPRINT ) { DoRaise( "Sprint", 4 ); } else { if ( NeedsReload() && CanReload() ) { DoRaise( "Reload", 4 ); } else { DoRaise( "Idle", 4 ); } } } boolean weapon_base::HasNoAmmo() { return ammoAvailable( 0 ) == 0; } void weapon_base::DoRaise( string newState, float blend ) { if ( HasNoAmmo() ) { weaponHolstered(); nextWeapon(); return; } weaponRising(); playAnim( ANIMCHANNEL_ALL, "raise" ); while ( !animDone( ANIMCHANNEL_ALL, 4 ) ) { sys.waitFrame(); if ( WEAPON_LOWERWEAPON ) { weaponState( "Lower", 4 ); } } if ( getKey( "snd_idle" ) != "" ) { startSound( "snd_idle", SND_WEAPON_IDLE ); } weaponState( newState, blend ); } void weapon_base::Base_Lower() { DisableIronSights(); waitUntil( !ironSightsThreadActive ); stopSound( SND_WEAPON_IDLE ); StopIdleEffect(); weaponLowering(); playAnim( ANIMCHANNEL_ALL, "putaway" ); waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) ); weaponHolstered(); waitUntil( WEAPON_RAISEWEAPON ); weaponState( "Raise", 0 ); } void weapon_base::LeaveSprint( string newState, float blend ) { if ( WEAPON_ATTACK ) { mainFireDown = false; } PlayLeaveSprintAnim(); weaponState( newState, blend ); } void weapon_base::Sprint() { DisableIronSights(); waitUntil( !ironSightsThreadActive ); weaponReady(); PlayStartSprintAnim(); StartIdleEffect(); while ( true ) { if ( WEAPON_LOWERWEAPON ) { LeaveSprint( "Lower", 4 ); } if ( !myPlayer.AI_SPRINT ) { if ( NeedsReload() && CanReload() ) { LeaveSprint( "Reload", 4 ); } else { LeaveSprint( "Idle", 4 ); } } if ( WEAPON_ATTACK ) { LeaveSprint( "Idle", 4 ); } UpdateCharge(); sys.waitFrame(); } } void weapon_base::OnNetworkReload() { string currentState = getWeaponState(); if ( currentState == "Idle" || currentState == "Fire" ) { weaponState( "Reload", 4 ); } } void weapon_base::vCheckProficiency() { WeaponBase_CheckProficiency(); } void weapon_base::WeaponBase_CheckProficiency() { UpdateSpreadModifiers(); } boolean weapon_base::CanRemove( float amount ) { return myPlayer.EnergyBar_CanRemove( amount ); } void weapon_base::Remove( float amount ) { myPlayer.EnergyBar_Remove( amount ); } boolean weapon_base::AllowLocalMuzzleFlash() { if ( myPlayer.IsSniperScopeUp() ) { return false; } // Gordon: make it a property of the team, not a team check if ( myPlayer.getGameTeam() == stroggTeam && ironSightsEnabled ) { return false; } return true; } void weapon_base::PlayIdleAnim() { if ( ironSightsEnabled ) { playCycle( ANIMCHANNEL_ALL, "idle_zoom" ); } else { playCycle( ANIMCHANNEL_ALL, "idle" ); } } void weapon_base::PlayZoomInAnim() { playAnim( ANIMCHANNEL_ALL, "zoomin" ); } void weapon_base::PlayZoomOutAnim() { playAnim( ANIMCHANNEL_ALL, "zoomout" ); } void weapon_base::PlayStartSprintAnim() { if ( hasWeaponAnim( "start_sprint" ) ) { playAnim( ANIMCHANNEL_ALL, "start_sprint" ); waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) ); } } void weapon_base::PlayLeaveSprintAnim() { if ( hasWeaponAnim( "leave_sprint" ) ) { playAnim( ANIMCHANNEL_ALL, "leave_sprint" ); waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) ); } }