Lowering your weapon on sprint

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This article provides a basic implementation of weapon lowering while sprinting, and preventing weapon fire while doing so.

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.

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:

Note:We make ProcessAnimationEvents virtual so that we can override it in classes which inherit this class.
	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!

Finished Product