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634 lines
16 KiB
634 lines
16 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npcevent.h" |
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#include "in_buttons.h" |
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#ifdef CLIENT_DLL |
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#include "c_hl2mp_player.h" |
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#else |
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#include "hl2mp_player.h" |
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#endif |
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#include "weapon_hl2mpbasehlmpcombatweapon.h" |
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#ifdef CLIENT_DLL |
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#define CWeaponShotgun C_WeaponShotgun |
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#endif |
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extern ConVar sk_auto_reload_time; |
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extern ConVar sk_plr_num_shotgun_pellets; |
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class CWeaponShotgun : public CBaseHL2MPCombatWeapon |
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{ |
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public: |
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DECLARE_CLASS( CWeaponShotgun, CBaseHL2MPCombatWeapon ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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private: |
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CNetworkVar( bool, m_bNeedPump ); // When emptied completely |
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CNetworkVar( bool, m_bDelayedFire1 ); // Fire primary when finished reloading |
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CNetworkVar( bool, m_bDelayedFire2 ); // Fire secondary when finished reloading |
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CNetworkVar( bool, m_bDelayedReload ); // Reload when finished pump |
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public: |
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virtual const Vector& GetBulletSpread( void ) |
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{ |
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static Vector cone = VECTOR_CONE_10DEGREES; |
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return cone; |
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} |
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virtual int GetMinBurst() { return 1; } |
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virtual int GetMaxBurst() { return 3; } |
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bool StartReload( void ); |
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bool Reload( void ); |
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void FillClip( void ); |
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void FinishReload( void ); |
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void CheckHolsterReload( void ); |
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void Pump( void ); |
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// void WeaponIdle( void ); |
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void ItemHolsterFrame( void ); |
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void ItemPostFrame( void ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void DryFire( void ); |
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virtual float GetFireRate( void ) { return 0.7; }; |
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#ifndef CLIENT_DLL |
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DECLARE_ACTTABLE(); |
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#endif |
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CWeaponShotgun(void); |
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private: |
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CWeaponShotgun( const CWeaponShotgun & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShotgun, DT_WeaponShotgun ) |
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BEGIN_NETWORK_TABLE( CWeaponShotgun, DT_WeaponShotgun ) |
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#ifdef CLIENT_DLL |
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RecvPropBool( RECVINFO( m_bNeedPump ) ), |
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RecvPropBool( RECVINFO( m_bDelayedFire1 ) ), |
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RecvPropBool( RECVINFO( m_bDelayedFire2 ) ), |
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RecvPropBool( RECVINFO( m_bDelayedReload ) ), |
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#else |
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SendPropBool( SENDINFO( m_bNeedPump ) ), |
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SendPropBool( SENDINFO( m_bDelayedFire1 ) ), |
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SendPropBool( SENDINFO( m_bDelayedFire2 ) ), |
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SendPropBool( SENDINFO( m_bDelayedReload ) ), |
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#endif |
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END_NETWORK_TABLE() |
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#ifdef CLIENT_DLL |
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BEGIN_PREDICTION_DATA( CWeaponShotgun ) |
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DEFINE_PRED_FIELD( m_bNeedPump, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_bDelayedFire1, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_bDelayedFire2, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_bDelayedReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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END_PREDICTION_DATA() |
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#endif |
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LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun ); |
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PRECACHE_WEAPON_REGISTER(weapon_shotgun); |
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#ifndef CLIENT_DLL |
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acttable_t CWeaponShotgun::m_acttable[] = |
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{ |
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, |
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false }, |
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false }, |
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false }, |
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false }, |
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false }, |
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false }, |
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, |
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}; |
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IMPLEMENT_ACTTABLE(CWeaponShotgun); |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Override so only reload one shell at a time |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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bool CWeaponShotgun::StartReload( void ) |
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{ |
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if ( m_bNeedPump ) |
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return false; |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if ( pOwner == NULL ) |
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return false; |
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0) |
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return false; |
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if (m_iClip1 >= GetMaxClip1()) |
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return false; |
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int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); |
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if (j <= 0) |
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return false; |
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_START ); |
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// Make shotgun shell visible |
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SetBodygroup(1,0); |
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pOwner->m_flNextAttack = gpGlobals->curtime; |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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m_bInReload = true; |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Override so only reload one shell at a time |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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bool CWeaponShotgun::Reload( void ) |
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{ |
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// Check that StartReload was called first |
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if (!m_bInReload) |
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{ |
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Warning("ERROR: Shotgun Reload called incorrectly!\n"); |
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} |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if ( pOwner == NULL ) |
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return false; |
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0) |
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return false; |
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if (m_iClip1 >= GetMaxClip1()) |
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return false; |
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int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); |
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if (j <= 0) |
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return false; |
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FillClip(); |
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// Play reload on different channel as otherwise steals channel away from fire sound |
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WeaponSound(RELOAD); |
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SendWeaponAnim( ACT_VM_RELOAD ); |
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pOwner->m_flNextAttack = gpGlobals->curtime; |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Play finish reload anim and fill clip |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CWeaponShotgun::FinishReload( void ) |
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{ |
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// Make shotgun shell invisible |
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SetBodygroup(1,1); |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if ( pOwner == NULL ) |
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return; |
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m_bInReload = false; |
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// Finish reload animation |
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); |
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pOwner->m_flNextAttack = gpGlobals->curtime; |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Play finish reload anim and fill clip |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CWeaponShotgun::FillClip( void ) |
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{ |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if ( pOwner == NULL ) |
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return; |
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// Add them to the clip |
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if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) |
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{ |
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if ( Clip1() < GetMaxClip1() ) |
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{ |
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m_iClip1++; |
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pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Play weapon pump anim |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CWeaponShotgun::Pump( void ) |
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{ |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if ( pOwner == NULL ) |
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return; |
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m_bNeedPump = false; |
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if ( m_bDelayedReload ) |
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{ |
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m_bDelayedReload = false; |
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StartReload(); |
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} |
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WeaponSound( SPECIAL1 ); |
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// Finish reload animation |
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SendWeaponAnim( ACT_SHOTGUN_PUMP ); |
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pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration(); |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CWeaponShotgun::DryFire( void ) |
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{ |
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WeaponSound(EMPTY); |
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SendWeaponAnim( ACT_VM_DRYFIRE ); |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CWeaponShotgun::PrimaryAttack( void ) |
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{ |
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// Only the player fires this way so we can cast |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if (!pPlayer) |
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{ |
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return; |
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} |
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// MUST call sound before removing a round from the clip of a CMachineGun |
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WeaponSound(SINGLE); |
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pPlayer->DoMuzzleFlash(); |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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// Don't fire again until fire animation has completed |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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m_iClip1 -= 1; |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecSrc = pPlayer->Weapon_ShootPosition( ); |
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); |
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info.m_pAttacker = pPlayer; |
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// Fire the bullets, and force the first shot to be perfectly accuracy |
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pPlayer->FireBullets( info ); |
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QAngle punch; |
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punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 ); |
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pPlayer->ViewPunch( punch ); |
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if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) |
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{ |
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// HEV suit - indicate out of ammo condition |
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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} |
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m_bNeedPump = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CWeaponShotgun::SecondaryAttack( void ) |
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{ |
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// Only the player fires this way so we can cast |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if (!pPlayer) |
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{ |
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return; |
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} |
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pPlayer->m_nButtons &= ~IN_ATTACK2; |
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// MUST call sound before removing a round from the clip of a CMachineGun |
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WeaponSound(WPN_DOUBLE); |
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pPlayer->DoMuzzleFlash(); |
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SendWeaponAnim( ACT_VM_SECONDARYATTACK ); |
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// Don't fire again until fire animation has completed |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecSrc = pPlayer->Weapon_ShootPosition(); |
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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FireBulletsInfo_t info( 12, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); |
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info.m_pAttacker = pPlayer; |
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// Fire the bullets, and force the first shot to be perfectly accuracy |
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pPlayer->FireBullets( info ); |
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pPlayer->ViewPunch( QAngle(SharedRandomFloat( "shotgunsax", -5, 5 ),0,0) ); |
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if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) |
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{ |
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// HEV suit - indicate out of ammo condition |
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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} |
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m_bNeedPump = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Override so shotgun can do mulitple reloads in a row |
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//----------------------------------------------------------------------------- |
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void CWeaponShotgun::ItemPostFrame( void ) |
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{ |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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if (!pOwner) |
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{ |
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return; |
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} |
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if ( m_bNeedPump && ( pOwner->m_nButtons & IN_RELOAD ) ) |
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{ |
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m_bDelayedReload = true; |
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} |
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if (m_bInReload) |
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{ |
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// If I'm primary firing and have one round stop reloading and fire |
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if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1) && !m_bNeedPump ) |
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{ |
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m_bInReload = false; |
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m_bNeedPump = false; |
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m_bDelayedFire1 = true; |
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} |
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// If I'm secondary firing and have two rounds stop reloading and fire |
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else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2) && !m_bNeedPump ) |
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{ |
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m_bInReload = false; |
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m_bNeedPump = false; |
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m_bDelayedFire2 = true; |
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} |
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else if (m_flNextPrimaryAttack <= gpGlobals->curtime) |
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{ |
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// If out of ammo end reload |
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0) |
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{ |
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FinishReload(); |
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return; |
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} |
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// If clip not full reload again |
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if (m_iClip1 < GetMaxClip1()) |
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{ |
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Reload(); |
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return; |
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} |
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// Clip full, stop reloading |
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else |
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{ |
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FinishReload(); |
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return; |
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} |
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} |
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} |
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else |
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{ |
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// Make shotgun shell invisible |
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SetBodygroup(1,1); |
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} |
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if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) |
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{ |
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Pump(); |
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return; |
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} |
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// Shotgun uses same timing and ammo for secondary attack |
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if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime)) |
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{ |
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m_bDelayedFire2 = false; |
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if ( (m_iClip1 <= 1 && UsesClipsForAmmo1())) |
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{ |
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// If only one shell is left, do a single shot instead |
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if ( m_iClip1 == 1 ) |
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{ |
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PrimaryAttack(); |
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} |
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else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) |
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{ |
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DryFire(); |
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} |
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else |
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{ |
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StartReload(); |
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} |
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} |
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// Fire underwater? |
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else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false) |
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{ |
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WeaponSound(EMPTY); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; |
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return; |
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} |
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else |
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{ |
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// If the firing button was just pressed, reset the firing time |
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if ( pOwner->m_afButtonPressed & IN_ATTACK ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->curtime; |
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} |
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SecondaryAttack(); |
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} |
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} |
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else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime) |
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{ |
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m_bDelayedFire1 = false; |
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if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) ) |
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{ |
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if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) |
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{ |
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DryFire(); |
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} |
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else |
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{ |
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StartReload(); |
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} |
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} |
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// Fire underwater? |
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else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false) |
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{ |
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WeaponSound(EMPTY); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; |
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return; |
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} |
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else |
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{ |
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// If the firing button was just pressed, reset the firing time |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->curtime; |
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} |
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PrimaryAttack(); |
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} |
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} |
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if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) |
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{ |
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// reload when reload is pressed, or if no buttons are down and weapon is empty. |
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StartReload(); |
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} |
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else |
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{ |
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// no fire buttons down |
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m_bFireOnEmpty = false; |
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if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) |
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{ |
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// weapon isn't useable, switch. |
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if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pOwner->SwitchToNextBestWeapon( this ) ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; |
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return; |
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} |
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} |
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else |
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{ |
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// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing |
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if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) |
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{ |
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if (StartReload()) |
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{ |
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// if we've successfully started to reload, we're done |
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return; |
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} |
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} |
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} |
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WeaponIdle( ); |
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return; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CWeaponShotgun::CWeaponShotgun( void ) |
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{ |
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m_bReloadsSingly = true; |
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m_bNeedPump = false; |
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m_bDelayedFire1 = false; |
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m_bDelayedFire2 = false; |
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m_fMinRange1 = 0.0; |
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m_fMaxRange1 = 500; |
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m_fMinRange2 = 0.0; |
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m_fMaxRange2 = 200; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponShotgun::ItemHolsterFrame( void ) |
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{ |
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// Must be player held |
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if ( GetOwner() && GetOwner()->IsPlayer() == false ) |
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return; |
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// We can't be active |
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if ( GetOwner()->GetActiveWeapon() == this ) |
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return; |
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// If it's been longer than three seconds, reload |
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if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() ) |
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{ |
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// Reset the timer |
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m_flHolsterTime = gpGlobals->curtime; |
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if ( GetOwner() == NULL ) |
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return; |
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if ( m_iClip1 == GetMaxClip1() ) |
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return; |
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// Just load the clip with no animations |
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int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) ); |
|
|
|
GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() ); |
|
m_iClip1 += ammoFill; |
|
} |
|
} |
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|
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//================================================== |
|
// Purpose: |
|
//================================================== |
|
/* |
|
void CWeaponShotgun::WeaponIdle( void ) |
|
{ |
|
//Only the player fires this way so we can cast |
|
CBasePlayer *pPlayer = GetOwner() |
|
|
|
if ( pPlayer == NULL ) |
|
return; |
|
|
|
//If we're on a target, play the new anim |
|
if ( pPlayer->IsOnTarget() ) |
|
{ |
|
SendWeaponAnim( ACT_VM_IDLE_ACTIVE ); |
|
} |
|
} |
|
*/
|
|
|