Lowering your weapon on sprint: Difference between revisions
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Note:This will not work if your viewmodel doesn't have ACT_VM_IDLE_LOWERED animation declared somewhere in the .qc file.
Note:If your weapon_yourweaponname.cpp is overriding ItemPostFrame then you have to place BaseClass::ProcessAnimationEvents(); in the ItemPostFrame of that class but only if you aren't calling BaseClass::ItemPostFrame();. For example in the weapon_shotgun.cpp it has an override of ItemPostFrame which means that the lowering weapon code will not be called for this weapon unless you add a call to it! Remember to put the Basecombatweapon_Shared.h declarations under public or protected so that you can make use of these variables in classes which inherit basecombatweapon_shared, like the weapon_shotgun.cpp's ItemPostFrame. If you don't do this you will get undeclared identifier errors
Note:This has been tested with HL2MP, 2013 and Alien Swarm SDKS.
Note:We make ProcessAnimationEvents virtual so that we can override it in classes which inherit this class.
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This article provides a basic implementation of weapon lowering while sprinting, and preventing weapon fire while doing so. | |||
{{note| | {{note|This will not work if your viewmodel doesn't have ACT_VM_IDLE_LOWERED animation declared somewhere in the .qc file.}} | ||
== | {{note|If your weapon_yourweaponname.cpp is overriding ItemPostFrame then you have to place BaseClass::ProcessAnimationEvents(); in the ItemPostFrame of that class but only if you aren't calling BaseClass::ItemPostFrame();. For example in the weapon_shotgun.cpp it has an override of ItemPostFrame which means that the lowering weapon code will not be called for this weapon unless you add a call to it! '''Remember to put the Basecombatweapon_Shared.h declarations under public or protected so that you can make use of these variables in classes which inherit basecombatweapon_shared, like the weapon_shotgun.cpp's ItemPostFrame. If you don't do this you will get undeclared identifier errors'''}} | ||
== The Code == | |||
{{note|This has been tested with HL2MP, 2013 and Alien Swarm SDKS.}} | {{note|This has been tested with HL2MP, 2013 and Alien Swarm SDKS.}} | ||
===BASECOMBATWEAPON_SHARED.CPP=== | ===BASECOMBATWEAPON_SHARED.CPP=== | ||
Hit CTRL+F and search for this code: | |||
<source lang=cpp> | <source lang=cpp> | ||
Line 18: | Line 19: | ||
</source> | </source> | ||
Then copy and paste this above it: | |||
<source lang=cpp> | <source lang=cpp> | ||
Line 56: | Line 57: | ||
</source> | </source> | ||
Now to make sure our code gets called we add ProcessAnimationEvents(); here: | |||
<source lang=cpp> | <source lang=cpp> | ||
Line 62: | Line 63: | ||
void CBaseCombatWeapon::ItemPostFrame( void ) | void CBaseCombatWeapon::ItemPostFrame( void ) | ||
{ | { | ||
//Add this underneath the pOwner accessor check. | |||
ProcessAnimationEvents(); | ProcessAnimationEvents(); | ||
} | } | ||
Line 70: | Line 71: | ||
===BASECOMBATWEAPON_SHARED.H=== | ===BASECOMBATWEAPON_SHARED.H=== | ||
Add these declarations under public at line 211 below '''bool IsViewModelSequenceFinished( void ); // Returns if the viewmodel's current animation is finished''': | |||
{{note| | {{note|We make ProcessAnimationEvents virtual so that we can override it in classes which inherit this class.}} | ||
<source lang=cpp> | <source lang=cpp> | ||
Line 80: | Line 81: | ||
</source> | </source> | ||
== | ==Finish== | ||
[[File:Sprint.gif|none| | Now your weapon should be lowered when you hit the sprint button and you will not be able to shoot until you release the button! | ||
[[File:Sprint.gif|none|Finished Product]] | |||
[[Category:Weapons programming | [[Category:Weapons programming]] | ||
[[Category:Tutorials | [[Category:Tutorials]] | ||
Revision as of 10:16, 16 January 2024
This article provides a basic implementation of weapon lowering while sprinting, and preventing weapon fire while doing so.


The Code

BASECOMBATWEAPON_SHARED.CPP
Hit CTRL+F and search for this code:
void CBaseCombatWeapon::ItemPostFrame( void )
Then copy and paste this above it:
void CBaseCombatWeapon::ProcessAnimationEvents(void)
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
return;
if ( !m_bWeaponIsLowered && (pOwner->m_nButtons & IN_SPEED ) )
{
m_bWeaponIsLowered = true;
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
}
else if ( m_bWeaponIsLowered && !(pOwner->m_nButtons & IN_SPEED ) )
{
m_bWeaponIsLowered = false;
SendWeaponAnim( ACT_VM_IDLE );
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
}
if ( m_bWeaponIsLowered )
{
if ( gpGlobals->curtime > m_flNextPrimaryAttack )
{
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
}
}
}
Now to make sure our code gets called we add ProcessAnimationEvents(); here:
void CBaseCombatWeapon::ItemPostFrame( void )
{
//Add this underneath the pOwner accessor check.
ProcessAnimationEvents();
}
BASECOMBATWEAPON_SHARED.H
Add these declarations under public at line 211 below bool IsViewModelSequenceFinished( void ); // Returns if the viewmodel's current animation is finished:

virtual void ProcessAnimationEvents(void);
bool m_bWeaponIsLowered;
Finish
Now your weapon should be lowered when you hit the sprint button and you will not be able to shoot until you release the button!