so like this?
WeaponScreenEffect.cpp
Code:
void ZWeaponScreenEffect::Draw(MDrawContext* pDC)
{
return;
switch (m_nWeaponType)
{
case MWT_SHOTGUN:
// code
break;
case MWT_RIFLE:
// code
break;
}
}
Or these maybe u could mess with?
Code:
void ZWeaponScreenEffect::OnGadget(MMatchWeaponType nWeaponType)
{
return;
if (m_nWeaponType == nWeaponType) return;
if (m_nWeaponType != MWT_NONE) OnGadgetOff();
InitWeapon(nWeaponType);
m_nWeaponType = nWeaponType;
}
void ZWeaponScreenEffect::OnGadgetOff()
{
return;
FinalWeapon(m_nWeaponType);
m_nWeaponType = MWT_NONE;
}