Abaixando sua arma enquanto correndo
< Pt-br
Jump to navigation
Jump to search
![Underlinked - Logo.png](/w/images/9/91/Underlinked_-_Logo.png)
This article needs more
links to other articles to help
integrate it into the encyclopedia. Please help improve this article by adding links
that are relevant to the context within the existing text.
January 2024
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
January 2024
![Dead End - Icon.png](/w/images/f/f9/Dead_End_-_Icon.png)
This article has no
links to other VDC articles. Please help improve this article by adding links
that are relevant to the context within the existing text.
January 2024
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
January 2024
Este artigo fornece uma implementação básica de abaixamento de armas durante a corrida e prevenção de disparos de armas ao fazê-lo.
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
O Codigo
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
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:
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
virtual void ProcessAnimationEvents(void);
bool m_bWeaponIsLowered;
Fim
Agora quando você correr sua arma deve abaixar!
![Wikipedia - Letter.png](/w/images/thumb/7/7b/Wikipedia_-_Letter.png/40px-Wikipedia_-_Letter.png)
This article has not been added to any content
categories. Please help out by
adding categories.
January 2024
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
![Wikipedia icon](/w/images/thumb/9/9a/Wikipedia_icon_small.png/16px-Wikipedia_icon_small.png)
January 2024