Lowering your weapon on sprint

From Valve Developer Community
Revision as of 06:12, 2 July 2011 by Pretador (talk | contribs) (Created page with "This article will deal with Lowering your weapon while sprinting and disable the ability to shoot at the same time. This was based on a topic on the Steam Forums located here: [h...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

This article will deal with Lowering your weapon while sprinting and disable the ability to shoot at the same time. This was based on a topic on the Steam Forums located here: [1]

Note.png Note: This has only been tested with the latest HL2MP OB engine code.
Note.png Note: This will not work if your weapon don't got the ACT_VM_IDLE_LOWERED animation in its .qc file. To fix this install Studio Compiler and decompile your Viewmodel and decompile one of your other models which has this animation, then add that animation into your decompiled .qc file, to find out how to add the animation just copy the animation from the working viewmodel .qc file.
Note.png Note: If your weapon_yourweaponname.cpp has an ItemPostFrame in it overriding the base ItemPostFrame then you have to place this code in there as well, for example in the weapon_shotgun.cpp, it has an ItemPostFrame overriding the Baseweapon_Shared ItemPostFrame which means that the lowering weapon code will not work for this weapon, unless you add this code in the weapon's ItemPostFrame function!
Note.png Note: Download the Studio Compiler here [2] (only necessary if your weapon don't got the ACT_VM_IDLE_LOWERED animation!)

The Code

Note.png Note: In this Tutorial you will do this by coding only, so open up your basecombatweapon_shared.cpp and basecombatweapon_shared.h

BASECOMBATWEAPON_SHARED.CPP

Hit CTRL+F and search for this code:

void CBaseCombatWeapon::ItemPostFrame( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if (!pOwner)
		return;

Then copy and paste this below it:

if ( !bLowered && (pOwner->m_nButtons & IN_SPEED ) )
{
	bLowered = true;
	SendWeaponAnim( ACT_VM_IDLE_LOWERED );
	m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
}
else if ( bLowered && !(pOwner->m_nButtons & IN_SPEED ) )
{
	bLowered = false;
	SendWeaponAnim( ACT_VM_IDLE );
	m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
}

if ( bLowered )
{
	if ( gpGlobals->curtime > m_fLoweredReady )
	{
		bLowered = true;
		SendWeaponAnim( ACT_VM_IDLE_LOWERED );
		m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
	}
	return;
}
else if ( bLowered )
{
	if ( gpGlobals->curtime > m_fLoweredReady )
	{
		bLowered = false;
		SendWeaponAnim( ACT_VM_IDLE );
		m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
	}
	return;
}

BASECOMBATWEAPON_SHARED.H

Add these member variables under private at line 466 below CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon:

		bool                    m_bLowered;
		bool                    bLowered;
		float                   m_fLowered;
		float                   m_fLoweredReady;

Finish

Now your weapon should be lowered when you hit the sprint button and you will not be available to shoot either until you release the button!