Fix Human Grunts dropping weapons again if the game is saved and loaded while the grunt is dying

Same as bc7d6e3c07
This commit is contained in:
Roman Chistokhodov 2023-04-24 01:55:43 +03:00
parent 523ee2ad97
commit b82f524819

View File

@ -849,27 +849,30 @@ void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
{ {
case HGRUNT_AE_DROP_GUN: case HGRUNT_AE_DROP_GUN:
{ {
Vector vecGunPos; if ( GetBodygroup( GUN_GROUP ) != GUN_NONE )
Vector vecGunAngles;
GetAttachment( 0, vecGunPos, vecGunAngles );
// switch to body group with no gun.
SetBodygroup( GUN_GROUP, GUN_NONE );
// now spawn a gun.
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
{ {
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); Vector vecGunPos;
} Vector vecGunAngles;
else
{
DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
}
if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) GetAttachment( 0, vecGunPos, vecGunAngles );
{
DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); // switch to body group with no gun.
SetBodygroup( GUN_GROUP, GUN_NONE );
// now spawn a gun.
if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
{
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
else
{
DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
}
if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) )
{
DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles );
}
} }
} }
break; break;