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- void WeaponItem::PickedUp( ILTMessage_Read *pMsg )
- {
- PickupItem::PickedUp( pMsg );
- if( m_bRespawn )
- {
- WEAPON const *pWeapon = g_pWeaponMgr->GetWeapon( m_nWeaponId );
- if( !pWeapon )
- return;
- // Change the skins and renderstyles to the waiting to respawn files...
- ObjectCreateStruct ocs;
- pWeapon->blrRespawnWaitSkins.CopyList( 0, ocs.m_SkinNames[0], MAX_CS_FILENAME_LEN + 1 );
- pWeapon->blrRespawnWaitRenderStyles.CopyList( 0, ocs.m_RenderStyleNames[0], MAX_CS_FILENAME_LEN + 1 );
- if( pWeapon->blrRespawnWaitRenderStyles.GetNumItems() < 1 )
- LTStrCpy( ocs.m_RenderStyleNames[0], s_szDefaultRS, ARRAY_LEN( s_szDefaultRS ));
- g_pCommonLT->SetObjectFilenames( m_hObject, &ocs );
- // Stop playing PowerupFX and play RespawnWaitFX...
- SetClientFX( pWeapon->szRespawnWaitFX );
- // Set our visibility and translucency...
- g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, pWeapon->bRespawnWaitVisible ? FLAG_VISIBLE : 0, FLAG_VISIBLE );
- g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags2, pWeapon->bRespawnWaitTranslucent ? FLAG2_FORCETRANSLUCENT : 0, FLAG2_FORCETRANSLUCENT );
- }
- }
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