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Mar 22nd, 2019
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  1. void CWeaponLavaGun::Equip(CBaseCombatCharacter *pOwner)
  2. {
  3. BaseClass::Equip(pOwner);
  4. pParticle = (CParticleSystem *)CreateEntityByName("info_particle_system");
  5.  
  6. pParticle->SetAbsOrigin(pOwner->Weapon_ShootPosition());
  7. pParticle->SetAbsAngles(pOwner->GetAbsAngles());
  8.  
  9. // pParticle->KeyValue("start_active", "0");
  10. pParticle->KeyValue("effect_name", PARTICLE_NAME);
  11.  
  12. pParticle->Spawn();
  13.  
  14. pParticle->StopParticleSystem();
  15. }
  16.  
  17. void CWeaponLavaGun::ToggleSpray(bool bState)
  18. {
  19. if (bState)
  20. {
  21. pParticle->StartParticleSystem();
  22. DevMsg("weapon_lavagun: On!\n");
  23. SendWeaponAnim(ACT_VM_PULLBACK);
  24. /*if (!pParticle)
  25. {
  26. pParticle = (CParticleSystem *)CreateEntityByName("info_particle_system");
  27. if (pParticle)
  28. {
  29. // CBaseAnimating *pViewmodel = ToBasePlayer(GetOwner())->GetViewModel();
  30.  
  31. // Vector vOrigin;
  32. // QAngle vAngle;
  33.  
  34.  
  35. // pViewmodel->GetAttachment(0, vOrigin, vAngle);
  36. // vOrigin.z += 64.0f;
  37. CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
  38.  
  39. //pParticle->SetAbsOrigin(pPlayer->Weapon_ShootPosition());
  40. Vector vecForward;
  41. pPlayer->EyeVectors(&vecForward, NULL, NULL);
  42. Vector vecFinalPos = pPlayer->EyePosition() + vecForward * 64.0f;
  43. pParticle->SetAbsOrigin(vecFinalPos);
  44. pParticle->SetAbsAngles(pPlayer->GetAbsAngles());
  45.  
  46. pParticle->KeyValue("start_active", "1");
  47. pParticle->KeyValue("effect_name", PARTICLE_NAME);
  48.  
  49. DispatchSpawn(pParticle);
  50. // pParticle->SetParent(pPlayer);
  51. SendWeaponAnim(ACT_VM_PULLBACK);
  52. DevMsg("weapon_lavagun: On!\n");
  53. }
  54. }*/
  55. }
  56. else
  57. {
  58. pParticle->StopParticleSystem();
  59. DevMsg("weapon_lavagun: On!\n");
  60. SendWeaponAnim(ACT_VM_IDLE);
  61. m_flLastFireTime = gpGlobals->curtime;
  62. /*if (pParticle)
  63. {
  64. UTIL_Remove(pParticle);
  65. pParticle = NULL;
  66. SendWeaponAnim(ACT_VM_IDLE);
  67. DevMsg("weapon_lavagun: Off!\n");
  68.  
  69. m_flLastFireTime = gpGlobals->curtime;
  70. }*/
  71. }
  72. }
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