Pt-br/Lowering your weapon on sprint: Difference between revisions
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Revision as of 14:57, 10 July 2024

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January 2024


January 2024
Este artigo fornece uma implementação básica de abaixamento de armas durante a corrida e prevenção de disparos de armas ao fazê-lo.


O Codigo

BASECOMBATWEAPON_SHARED.CPP
Aperta CRTL+F e procure para essa parte:
void CBaseCombatWeapon::ItemPostFrame( void )
Em seguida, copie e cole isto acima:
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;
}
}
}
Agora, para garantir que nosso código seja chamado, adicionamos ProcessAnimationEvents(); aqui:
void CBaseCombatWeapon::ItemPostFrame( void )
{
//Adicione isso abaixo da verificação do acessador pOwner.
ProcessAnimationEvents();
}
BASECOMBATWEAPON_SHARED.H
Adicione essas declarações em public na linha 211 abaixo bool IsViewModelSequenceFinished( void ); // Retorna se a animação atual do viewmodel foi finalizada:

virtual void ProcessAnimationEvents(void);
bool m_bWeaponIsLowered;
Fim
Agora quando você correr sua arma deve abaixar!

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January 2024


January 2024