I just did a little something with hl2mp, to make the third person
muzzleflashes reliable for the local player who is in third person.
Open up
c_baseanimating.cpp
inside C_BaseAnimating::FireEvent
Here are my changes.
case AE_MUZZLEFLASH:
{
// Send out the effect for a player
#if defined ( HL2MP )
// HL2MP - Make third person muzzleflashes as
reliable as the first person ones
// while in third person the view model
dispatches the muzzleflash event - note: the weapon models dispatch them
too, but not frequently.
if ( IsViewModel() )
{
C_BasePlayer *pPlayer = ToBasePlayer(
dynamic_cast<C_BaseViewModel *>(this)->GetOwner() );
if ( pPlayer && pPlayer ==
C_BasePlayer::GetLocalPlayer())
{
if (
::input->CAM_IsThirdPerson() )
{
// Dispatch on the
weapon - the player model doesn't have the attachments in hl2mp.
C_BaseCombatWeapon
*pWeapon = pPlayer->GetActiveWeapon();
if ( !pWeapon )
break;
pWeapon->DispatchMuzzleEffect( options, false );
break;
}
}
}
#endif
DispatchMuzzleEffect( options, true );
break;
}
-Tony
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: October-06-08 12:44 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue
I believe the view model uses an animation event instead of being
triggered
by code.
--
Jorge "Vino" Rodriguez
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