Just add a bool to your weapon called b_WasEverDropped or something and
assign it true in the weapon drop function, then check the bool's status in
your silencer function.
On Fri, Jul 11, 2008 at 9:19 AM, Tan Theodore <[EMAIL PROTECTED]>
wrote:
>
> 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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