Remove knockback-attribute-specific animation overrides for CTFScattergun

This MUST be accompanied by items_game.txt changes to reintroduce the animations via animation_replacement
This commit is contained in:
FlaminSarge
2025-02-20 17:25:32 -08:00
committed by EricS-Valve
parent 26e394db1e
commit 22344b1114
-55
View File
@@ -440,61 +440,6 @@ bool CTFScatterGun::HasKnockback( void )
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Play animation appropriate to ball status.
//-----------------------------------------------------------------------------
bool CTFScatterGun::SendWeaponAnim( int iActivity )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return BaseClass::SendWeaponAnim( iActivity );
if ( HasKnockback() )
{
// Knockback version uses a different model and animation set.
switch ( iActivity )
{
case ACT_VM_DRAW:
iActivity = ACT_ITEM2_VM_DRAW;
break;
case ACT_VM_HOLSTER:
iActivity = ACT_ITEM2_VM_HOLSTER;
break;
case ACT_VM_IDLE:
iActivity = ACT_ITEM2_VM_IDLE;
break;
case ACT_VM_PULLBACK:
iActivity = ACT_ITEM2_VM_PULLBACK;
break;
case ACT_VM_PRIMARYATTACK:
iActivity = ACT_ITEM2_VM_PRIMARYATTACK;
break;
case ACT_VM_SECONDARYATTACK:
iActivity = ACT_ITEM2_VM_SECONDARYATTACK;
break;
case ACT_VM_RELOAD:
iActivity = ACT_ITEM2_VM_RELOAD;
break;
case ACT_VM_DRYFIRE:
iActivity = ACT_ITEM2_VM_DRYFIRE;
break;
case ACT_VM_IDLE_TO_LOWERED:
iActivity = ACT_ITEM2_VM_IDLE_TO_LOWERED;
break;
case ACT_VM_IDLE_LOWERED:
iActivity = ACT_ITEM2_VM_IDLE_LOWERED;
break;
case ACT_VM_LOWERED_TO_IDLE:
iActivity = ACT_ITEM2_VM_LOWERED_TO_IDLE;
break;
default:
break;
}
}
return BaseClass::SendWeaponAnim( iActivity );
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
void CTFScatterGun::Equip( CBaseCombatCharacter *pOwner )