Weapon yourweapon.cpp
January 2024
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January 2024
Adding a template
It has burst/semi auto mode and stance and health dependent accuracy. The best of all is that it is a copy/paste - Find and Replace class. No hassle Very Happy. -- Pendra [1]
Before we begin the main part, you need to copy and paste this into the
weapon_hl2mpbasehlmpcombatweapon.h
:
enum stances
{
E_STAND = 0,
E_DUCK = 1,
E_MOVE = 2,
E_RUN = 3,
E_INJURED = 4,
E_JUMP = 5,
E_DYING = 6,
};
Now go to Client side HL2MP in the Solution explorer and right click on WEAPON. Choose Add/Add new item. Type in the name and you are done. Now open the new file and Copy and Paste the code below
// STREAMLINED WEAPON CLASS BY PENDRA
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
#include "weapon_hl2mpbasehlmpcombatweapon.h"
//mopdify this to alter the rate of fire
#define ROF 0.075f //800 rounds/min
//modify this to alter the length of the burst. Set it to 1 to make a gun Semi-Auto. Set it to some really big number, like 1000 to make it full auto.
#define BURST 3;
#ifdef CLIENT_DLL
#define CWeaponXCAR C_WeaponXCAR
#endif
//-----------------------------------------------------------------------------
// CWeaponXCAR
//-----------------------------------------------------------------------------
class CWeaponXCAR : public CBaseHL2MPCombatWeapon
{
public:
DECLARE_CLASS( CWeaponXCAR, CBaseHL2MPCombatWeapon );
CWeaponXCAR(void);
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
void Precache( void );
void ItemPostFrame( void );
void ItemPreFrame( void );
void ItemBusyFrame( void );
void PrimaryAttack( void );
void AddViewKick( void );
void DryFire( void );
void GetStance( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); // Required so that you know to un-zoom when switching weapons
Activity GetPrimaryAttackActivity( void );
virtual bool Reload( void );
int GetMinBurst() { return 2; }
int GetMaxBurst() { return 5; }
float GetFireRate( void ) { return ROF; }
//modify this part to control the accuracy
virtual const Vector& GetBulletSpread( void )
{
static Vector cone=VECTOR_CONE_10DEGREES;
if (m_bInZoom)
{
if (m_iStance==E_DUCK) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_STAND) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_MOVE) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_RUN) { cone = VECTOR_CONE_4DEGREES;}
if (m_iStance==E_INJURED) { cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_JUMP) { cone = VECTOR_CONE_8DEGREES;}
if (m_iStance==E_DYING) { cone = VECTOR_CONE_10DEGREES;}
}
if (!m_bInZoom)
{
if (m_iStance==E_DUCK) { cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_STAND) { cone = VECTOR_CONE_6DEGREES;}
if (m_iStance==E_MOVE) { cone = VECTOR_CONE_7DEGREES;}
if (m_iStance==E_RUN) { cone = VECTOR_CONE_10DEGREES;}
if (m_iStance==E_INJURED) { cone = VECTOR_CONE_15DEGREES;}
if (m_iStance==E_JUMP) { cone = VECTOR_CONE_15DEGREES;}
if (m_iStance==E_DYING) { cone = VECTOR_CONE_15DEGREES;}
}
int bs=BURST;
if (m_iBurst!=bs)
{
for (int i=0;i<(bs-m_iBurst);i++)
{cone=cone+VECTOR_CONE_2DEGREES;}
}
return cone;
}
void ToggleZoom( void );
void CheckZoomToggle( void );
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif
private:
CNetworkVar( int, m_iBurst );
CNetworkVar( bool, m_bInZoom );
CNetworkVar( float, m_flAttackEnds );
CNetworkVar( int, m_iStance);
private:
CWeaponXCAR( const CWeaponXCAR & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponXCAR, DT_WeaponXCAR )
BEGIN_NETWORK_TABLE( CWeaponXCAR, DT_WeaponXCAR )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_iBurst) ),
RecvPropBool( RECVINFO( m_bInZoom ) ),
RecvPropTime( RECVINFO( m_flAttackEnds ) ),
RecvPropInt( RECVINFO( m_iStance ) ),
#else
SendPropInt( SENDINFO( m_iBurst ) ),
SendPropBool( SENDINFO( m_bInZoom ) ),
SendPropTime( SENDINFO( m_flAttackEnds ) ),
SendPropInt( SENDINFO( m_iStance ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponXCAR )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_xcar, CWeaponXCAR );
PRECACHE_WEAPON_REGISTER( weapon_xcar );
#ifndef CLIENT_DLL
acttable_t CWeaponXCAR::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false },
};
IMPLEMENT_ACTTABLE( CWeaponXCAR );
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponXCAR::CWeaponXCAR( void )
{
m_iBurst=BURST;
m_iStance=10;
m_fMinRange1 = 1;
m_fMaxRange1 = 1500;
m_fMinRange2 = 1;
m_fMaxRange2 = 200;
m_bFiresUnderwater = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::DryFire( void )
{
WeaponSound( EMPTY );
SendWeaponAnim( ACT_VM_DRYFIRE );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::PrimaryAttack( void )
{
if (m_iBurst!=0)
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if( pOwner )
{
// Each time the player fires the pistol, reset the view punch. This prevents
// the aim from 'drifting off' when the player fires very quickly. This may
// not be the ideal way to achieve this, but it's cheap and it works, which is
// great for a feature we're evaluating. (sjb)
pOwner->ViewPunchReset();
}
BaseClass::PrimaryAttack();
// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
m_iBurst--;
m_flNextPrimaryAttack =gpGlobals->curtime + ROF;
m_flAttackEnds = gpGlobals->curtime + SequenceDuration();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::ItemPreFrame( void )
{
GetStance();
BaseClass::ItemPreFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::ItemBusyFrame( void )
{
BaseClass::ItemBusyFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as button is pressed
//-----------------------------------------------------------------------------
void CWeaponXCAR::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_bInReload )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( pOwner->m_nButtons & IN_ATTACK )
{
if (m_flAttackEnds<gpGlobals->curtime)
{
SendWeaponAnim(ACT_VM_IDLE);
}
}
else
{
m_iBurst=BURST;
if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
{
DryFire();
}
}
CheckZoomToggle();
GetStance();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
Activity CWeaponXCAR::GetPrimaryAttackActivity( void )
{
if (m_iBurst!=0)
{
return ACT_VM_PRIMARYATTACK;
}
else
{
return ACT_VM_IDLE;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponXCAR::Reload( void )
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
WeaponSound( RELOAD );
m_iBurst=BURST;
}
return fRet;
}
bool CWeaponXCAR::Holster(CBaseCombatWeapon *pSwitchingTo /* = NULL */)
{
if ( m_bInZoom )
{
ToggleZoom();
}
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::AddViewKick( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
int iSeed = CBaseEntity::GetPredictionRandomSeed() & 255;
RandomSeed( iSeed );
QAngle viewPunch;
viewPunch.x = random->RandomFloat( 0.25f, 0.5f );
viewPunch.y = random->RandomFloat( -.6f, .6f );
viewPunch.z = 0.0f;
//Add it to the view punch
pPlayer->ViewPunch( viewPunch );
}
void CWeaponXCAR::ToggleZoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
#ifndef CLIENT_DLL
if ( m_bInZoom )
{
// Narrowing the Field Of View here is what gives us the zoomed effect
if ( pPlayer->SetFOV( this, 0, 0.2f ) )
{
m_bInZoom = false;
// Send a message to hide the scope
/* CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(0);
MessageEnd();*/
}
}
else
{
if ( pPlayer->SetFOV( this, 45, 0.1f ) )
{
m_bInZoom = true;
// Send a message to Show the scope
/* CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(1);
MessageEnd();*/
}
}
#endif
}
void CWeaponXCAR::CheckZoomToggle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2))
{
ToggleZoom();
}
}
void CWeaponXCAR::GetStance( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
if (pPlayer->m_nButtons & IN_DUCK) { m_iStance= E_DUCK;} else { m_iStance= E_STAND;}
if (pPlayer->m_nButtons & IN_FORWARD) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_BACK) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_MOVERIGHT) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_MOVELEFT) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_RUN) { m_iStance= E_RUN;}
if (pPlayer->m_nButtons & IN_SPEED) { m_iStance= E_RUN;}
if (pPlayer->m_nButtons & IN_JUMP) { m_iStance= E_JUMP;}
if ( pPlayer->GetHealth()<25) { m_iStance= E_INJURED;}
if ( pPlayer->GetHealth()<10) { m_iStance= E_DYING;}
}
// CODE ENDS HERE
Now look up the HL2MP at the HL side, right click on Weapon and New/Add existing item. Look up the file you created previously and you are almost done.
I'm pretty sure you don't want to call your gun XCAR, so make a Find and Replace and replace all XCAR with some SHORTWEAPONNAME (like SIG552) Make sure the Match Case is clicked in! Now replace all the xcar with the shortweaponname (like sig552). Remember it is CASE SENSITIVE!!! Now go to your sourcemod folder and create a weapon_shortweaponname.txt (like weapon_sig552) in the Scripts folder. I usually make a copy of an existing file. Congratulation your gun should work!
It will have a zoom function with the 2nd fire key, stance and health dependant accuarcy, and burst. If you want to make it trully selective fire, use the code below. It takes away the zoom so you can switch the fire mode with the 2nd fire button.
// STREAMLINED WEAPON CLASS BY PENDRA
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
#include "weapon_hl2mpbasehlmpcombatweapon.h"
//mopdify this to alter the rate of fire
#define ROF 0.075f //800 rounds/min
//modify this to alter the length of the burst. Set it to 1 to make a gun Semi-Auto. Set it to some really big number, like 1000 to make it full auto.
#define BURST 3;
#ifdef CLIENT_DLL
#define CWeaponXCAR C_WeaponXCAR
#endif
//-----------------------------------------------------------------------------
// CWeaponXCAR
//-----------------------------------------------------------------------------
class CWeaponXCAR : public CBaseHL2MPCombatWeapon
{
public:
DECLARE_CLASS( CWeaponXCAR, CBaseHL2MPCombatWeapon );
CWeaponXCAR(void);
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
void Precache( void );
void ItemPostFrame( void );
void ItemPreFrame( void );
void ItemBusyFrame( void );
void PrimaryAttack( void );
void AddViewKick( void );
void DryFire( void );
void GetStance( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); // Required so that you know to un-zoom when switching weapons
Activity GetPrimaryAttackActivity( void );
virtual bool Reload( void );
int GetMinBurst() { return 2; }
int GetMaxBurst() { return 5; }
float GetFireRate( void ) { return ROF; }
//modify this part to control the accuracy
virtual const Vector& GetBulletSpread( void )
{
static Vector cone=VECTOR_CONE_10DEGREES;
if (m_iStance==E_DUCK) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_STAND) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_MOVE) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_RUN) { cone = VECTOR_CONE_4DEGREES;}
if (m_iStance==E_INJURED) { cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_JUMP) { cone = VECTOR_CONE_8DEGREES;}
if (m_iStance==E_DYING) { cone = VECTOR_CONE_10DEGREES;}
return cone;
}
void ToggleFireMode( void );
void CheckFireModeToggle( void );
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif
private:
CNetworkVar( bool, m_bFullAuto );
CNetworkVar( int, m_iBurst );
CNetworkVar( float, m_flAttackEnds );
CNetworkVar( int, m_iStance);
private:
CWeaponXCAR( const CWeaponXCAR & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponXCAR, DT_WeaponXCAR )
BEGIN_NETWORK_TABLE( CWeaponXCAR, DT_WeaponXCAR )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bFullAuto ) ),
RecvPropInt( RECVINFO( m_iBurst) ),
RecvPropTime( RECVINFO( m_flAttackEnds ) ),
RecvPropInt( RECVINFO( m_iStance ) ),
#else
SendPropBool( SENDINFO( m_bFullAuto ) ),
SendPropInt( SENDINFO( m_iBurst ) ),
SendPropTime( SENDINFO( m_flAttackEnds ) ),
SendPropInt( SENDINFO( m_iStance ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponXCAR )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_xcar, CWeaponXCAR );
PRECACHE_WEAPON_REGISTER( weapon_xcar );
#ifndef CLIENT_DLL
acttable_t CWeaponXCAR::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false },
};
IMPLEMENT_ACTTABLE( CWeaponXCAR );
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponXCAR::CWeaponXCAR( void )
{
m_iBurst=BURST;
m_iStance=10;
m_bInZoom=false;
m_bFullAuto=true;
m_fMinRange1 = 1;
m_fMaxRange1 = 1500;
m_fMinRange2 = 1;
m_fMaxRange2 = 200;
m_bFiresUnderwater = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::DryFire( void )
{
WeaponSound( EMPTY );
SendWeaponAnim( ACT_VM_DRYFIRE );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::PrimaryAttack( void )
{
if (m_iBurst!=0)
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if( pOwner )
{
// Each time the player fires the pistol, reset the view punch. This prevents
// the aim from 'drifting off' when the player fires very quickly. This may
// not be the ideal way to achieve this, but it's cheap and it works, which is
// great for a feature we're evaluating. (sjb)
pOwner->ViewPunchReset();
}
BaseClass::PrimaryAttack();
// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
if (!m_bFullAuto)
{m_iBurst--;}
m_flNextPrimaryAttack =gpGlobals->curtime + ROF;
m_flAttackEnds = gpGlobals->curtime + SequenceDuration();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::ItemPreFrame( void )
{
GetStance();
BaseClass::ItemPreFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::ItemBusyFrame( void )
{
BaseClass::ItemBusyFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as button is pressed
//-----------------------------------------------------------------------------
void CWeaponXCAR::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_bInReload )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( pOwner->m_nButtons & IN_ATTACK )
{
if (m_flAttackEnds<gpGlobals->curtime)
{
SendWeaponAnim(ACT_VM_IDLE);
}
}
else
{
m_iBurst=BURST;
if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
{
DryFire();
}
}
CheckFireMode();
GetStance();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
Activity CWeaponXCAR::GetPrimaryAttackActivity( void )
{
if (m_iBurst!=0)
{
return ACT_VM_PRIMARYATTACK;
}
else
{
return ACT_VM_IDLE;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponXCAR::Reload( void )
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
WeaponSound( RELOAD );
m_iBurst=BURST;
}
return fRet;
}
bool CWeaponXCAR::Holster(CBaseCombatWeapon *pSwitchingTo /* = NULL */)
{
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponXCAR::AddViewKick( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
int iSeed = CBaseEntity::GetPredictionRandomSeed() & 255;
RandomSeed( iSeed );
QAngle viewPunch;
viewPunch.x = random->RandomFloat( 0.25f, 0.5f );
viewPunch.y = random->RandomFloat( -.6f, .6f );
viewPunch.z = 0.0f;
//Add it to the view punch
pPlayer->ViewPunch( viewPunch );
}
void CWeaponXCAR::ToggleFireMode( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
if ( m_bFullAuto )
{
m_bFullAuto=false;
}
else
{
m_bFullAuto=true;
}
}
void CWeaponXCAR::CheckFireModeToggle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2))
{
ToggleFireMode();
}
}
void CWeaponXCAR::GetStance( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
if (pPlayer->m_nButtons & IN_DUCK) { m_iStance= E_DUCK;} else { m_iStance= E_STAND;}
if (pPlayer->m_nButtons & IN_FORWARD) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_BACK) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_MOVERIGHT) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_MOVELEFT) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_RUN) { m_iStance= E_RUN;}
if (pPlayer->m_nButtons & IN_SPEED) { m_iStance= E_RUN;}
if (pPlayer->m_nButtons & IN_JUMP) { m_iStance= E_JUMP;}
if ( pPlayer->GetHealth()<25) { m_iStance= E_INJURED;}
if ( pPlayer->GetHealth()<10) { m_iStance= E_DYING;}
}
// CODE ENDS HERE