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- Sep 28, 2013
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This tutorial will help you to show your secondary on the character
i dont know how a title is good for this tutorial. Anyways,lets get started.
First,open "AI_PlayerAnim.cpp" and search for
and remove
Now,its not done yet because its only for Melee's only. Now lets do it for ALL Secondary weapons.
We're still on AI_PlayerAnim.cpp.
Now,search for
And add this code,after you done adding Codes will be like that
Guys, if there is any mistake please inform me because im not professional coder.
i dont know how a title is good for this tutorial. Anyways,lets get started.
First,open "AI_PlayerAnim.cpp" and search for
Code:
void CUberEquip::DrawSlot(ESlot slotId, const D3DXMATRIX& world, DrawType dt, bool skin, bool draw_firstperson, const r3dSkeleton* wpnSkeleton){
if(slotId == SLOT_WeaponSide)
return;
if(draw_firstperson)
{
if(slotId == SLOT_Armor || slotId == SLOT_LowerBody || slotId == SLOT_Head || slotId == SLOT_Helmet || slotId == SLOT_Backpack)
return;
}
and remove
Code:
if(slotId == SLOT_WeaponSide)
return;
Now,its not done yet because its only for Melee's only. Now lets do it for ALL Secondary weapons.
We're still on AI_PlayerAnim.cpp.
Now,search for
Code:
D3DXMATRIX world = getWeaponBone(skel, CharMat);
if(!first_person)
{
if(slots_[SLOT_WeaponBackRight].wpn)
{
skel->GetBoneWorldTM("Weapon_BackRight", &world, CharMat);
DrawSlot(SLOT_WeaponBackRight, world, dt, false, first_person, NULL);
}
if(slots_[SLOT_WeaponSide].wpn)
{
skel->GetBoneWorldTM("Weapon_Side", &world, CharMat);
And add this code,after you done adding Codes will be like that
Code:
D3DXMATRIX world = getWeaponBone(skel, CharMat);
if(!first_person)
{
if(slots_[SLOT_WeaponBackRight].wpn)
{
skel->GetBoneWorldTM("Weapon_BackRight", &world, CharMat);
DrawSlot(SLOT_WeaponBackRight, world, dt, false, first_person, NULL);
}
if(slots_[SLOT_WeaponSide].wpn)
{
skel->GetBoneWorldTM("Weapon_Side", &world, CharMat);
if(slots_[SLOT_WeaponSide].wpn->getCategory() == storecat_MELEE) {
D3DXMATRIX mr1;
D3DXMatrixRotationYawPitchRoll(&mr1, 0, R3D_PI/2 + 40, 30);
skel->GetBoneWorldTM("Weapon_Side", &world, CharMat);
world = mr1 * world;
}
DrawSlot(SLOT_WeaponSide, world, dt, false, first_person, NULL);
}
}
Guys, if there is any mistake please inform me because im not professional coder.

