mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 21:24:27 +00:00
Fix male assassins and opfor grunts dropping weapons again (#372)
This commit is contained in:
parent
fd613ebed7
commit
341e2767ad
@ -1846,7 +1846,8 @@ void CHFGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
|||||||
{
|
{
|
||||||
case HGRUNT_ALLY_AE_DROP_GUN:
|
case HGRUNT_ALLY_AE_DROP_GUN:
|
||||||
{
|
{
|
||||||
DropMyItems(FALSE);
|
if (GetBodygroup(FG_GUN_GROUP) != FG_GUN_NONE)
|
||||||
|
DropMyItems(FALSE);
|
||||||
SetUse( NULL );
|
SetUse( NULL );
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@ -3240,7 +3241,7 @@ void CTorch::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|||||||
KillGas ();
|
KillGas ();
|
||||||
break;
|
break;
|
||||||
case HGRUNT_ALLY_AE_DROP_GUN:
|
case HGRUNT_ALLY_AE_DROP_GUN:
|
||||||
if ( FBitSet( pev->weapons, TORCH_EAGLE ) )
|
if ( FBitSet( pev->weapons, TORCH_EAGLE ) && pev->body != TORCH_GUN_NONE )
|
||||||
{
|
{
|
||||||
DropMyItems(FALSE);
|
DropMyItems(FALSE);
|
||||||
}
|
}
|
||||||
@ -3771,7 +3772,7 @@ void CMedic::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|||||||
break;
|
break;
|
||||||
|
|
||||||
case HGRUNT_ALLY_AE_DROP_GUN:
|
case HGRUNT_ALLY_AE_DROP_GUN:
|
||||||
if ( FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) )
|
if ( FBitSet( pev->weapons, MEDIC_EAGLE | MEDIC_HANDGUN ) && GetBodygroup(MEDIC_GUN_GROUP) != MEDIC_GUN_NONE )
|
||||||
{
|
{
|
||||||
DropMyItems(FALSE);
|
DropMyItems(FALSE);
|
||||||
}
|
}
|
||||||
|
@ -155,26 +155,28 @@ void CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|||||||
Vector vecGunPos;
|
Vector vecGunPos;
|
||||||
Vector vecGunAngles;
|
Vector vecGunAngles;
|
||||||
|
|
||||||
GetAttachment(0, vecGunPos, vecGunAngles);
|
if(GetBodygroup(GUN_GROUP) != GUN_NONE)
|
||||||
|
|
||||||
// switch to body group with no gun.
|
|
||||||
SetBodygroup(GUN_GROUP, GUN_NONE);
|
|
||||||
|
|
||||||
// now spawn a gun.
|
|
||||||
if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
|
|
||||||
{
|
{
|
||||||
DropItem("weapon_sniperrifle", vecGunPos, vecGunAngles);
|
GetAttachment(0, vecGunPos, vecGunAngles);
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
DropItem("weapon_9mmAR", vecGunPos, vecGunAngles);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (FBitSet(pev->weapons, MASSN_GRENADELAUNCHER))
|
// switch to body group with no gun.
|
||||||
{
|
SetBodygroup(GUN_GROUP, GUN_NONE);
|
||||||
DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// now spawn a gun.
|
||||||
|
if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
|
||||||
|
{
|
||||||
|
DropItem("weapon_sniperrifle", vecGunPos, vecGunAngles);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DropItem("weapon_9mmAR", vecGunPos, vecGunAngles);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (FBitSet(pev->weapons, MASSN_GRENADELAUNCHER))
|
||||||
|
{
|
||||||
|
DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user