I've created a USP with a silencer but I would like to prevent the USP to be 
equipped with the silencer if the player swaps weapon/throws it. I've tried 
doing this:
 
void CUSP::SecondaryAttack( void )
{
  m_pPlayer->m_iSilencing = 1; //equipping silencer now

 
 if (m_pPlayer->m_iSilencing == 1) //if it's being equipped now
 {
   if (m_iSilenced == 0) //if sliencer is not attached
   { 
     m_pPlayer->m_iSilencing = 1; //start equipping
     SendWeaponAnim( USP_ADD_SILENCER ); //play anim
     m_flTimeWeaponIdle = m_flNextPrimaryAttack = m_flNextSecondaryAttack = 
UTIL_WeaponTimeBase() + 3.2;
     m_pPlayer->m_iSilencing = 0; //stop equipping
     m_iSilenced = 1; //silencer attached
   }
   else //if silencer is attached
   {
     m_pPlayer->m_iSilencing = 1; //unequipping now
     SendWeaponAnim( USP_REMOVE_SILENCER ); //play anim
     m_flTimeWeaponIdle = m_flNextPrimaryAttack = m_flNextSecondaryAttack = 
UTIL_WeaponTimeBase() + 3.2;
     m_pPlayer->m_iSilencing = 0; //stop equipping
     m_iSilenced = 0; //no silencer attached
  }
}
else if (m_pPlayer->m_iSilencing == 0) //if it's not being equipped
{
   m_iSilenced = m_iSilenced; // get the value of previous silencer status
   return;
}
}
 
void CUSP::Holster( )
{
   if (m_pPlayer->m_iSilencing == 1) //if holstered while silencing
   {
    m_iSilenced = m_iSilenced; //get the previous value.
    }
   else
   {
    }
}
 
Player.h 
.
.
.
int m_iSilencing; //is the silencer being fitted for the USP.45?
 
 
weapon.h
.
.
.
int m_iSilenced; //is the USP.45 silenced?
 
I've tried all morning to make this work but to no avail. Any suggestions? I 
even tried looking at the reload function but it's very indepth and I was 
wondering if there is a simpler way.
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