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dcomicboy

Pick Up Weapon

Jul 7th, 2012
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  1. void WeaponItem::PickedUp( ILTMessage_Read *pMsg )
  2. {
  3. PickupItem::PickedUp( pMsg );
  4.  
  5. if( m_bRespawn )
  6. {
  7. WEAPON const *pWeapon = g_pWeaponMgr->GetWeapon( m_nWeaponId );
  8. if( !pWeapon )
  9. return;
  10.  
  11. // Change the skins and renderstyles to the waiting to respawn files...
  12.  
  13. ObjectCreateStruct ocs;
  14.  
  15. pWeapon->blrRespawnWaitSkins.CopyList( 0, ocs.m_SkinNames[0], MAX_CS_FILENAME_LEN + 1 );
  16. pWeapon->blrRespawnWaitRenderStyles.CopyList( 0, ocs.m_RenderStyleNames[0], MAX_CS_FILENAME_LEN + 1 );
  17.  
  18. if( pWeapon->blrRespawnWaitRenderStyles.GetNumItems() < 1 )
  19. LTStrCpy( ocs.m_RenderStyleNames[0], s_szDefaultRS, ARRAY_LEN( s_szDefaultRS ));
  20.  
  21. g_pCommonLT->SetObjectFilenames( m_hObject, &ocs );
  22.  
  23. // Stop playing PowerupFX and play RespawnWaitFX...
  24.  
  25. SetClientFX( pWeapon->szRespawnWaitFX );
  26.  
  27. // Set our visibility and translucency...
  28.  
  29. g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, pWeapon->bRespawnWaitVisible ? FLAG_VISIBLE : 0, FLAG_VISIBLE );
  30. g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags2, pWeapon->bRespawnWaitTranslucent ? FLAG2_FORCETRANSLUCENT : 0, FLAG2_FORCETRANSLUCENT );
  31. }
  32. }
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