@@ -440,61 +440,6 @@ bool CTFScatterGun::HasKnockback( void )
440440 return false ;
441441}
442442
443- // -----------------------------------------------------------------------------
444- // Purpose: Play animation appropriate to ball status.
445- // -----------------------------------------------------------------------------
446- bool CTFScatterGun::SendWeaponAnim ( int iActivity )
447- {
448- CTFPlayer *pPlayer = GetTFPlayerOwner ();
449- if ( !pPlayer )
450- return BaseClass::SendWeaponAnim ( iActivity );
451-
452- if ( HasKnockback () )
453- {
454- // Knockback version uses a different model and animation set.
455- switch ( iActivity )
456- {
457- case ACT_VM_DRAW:
458- iActivity = ACT_ITEM2_VM_DRAW;
459- break ;
460- case ACT_VM_HOLSTER:
461- iActivity = ACT_ITEM2_VM_HOLSTER;
462- break ;
463- case ACT_VM_IDLE:
464- iActivity = ACT_ITEM2_VM_IDLE;
465- break ;
466- case ACT_VM_PULLBACK:
467- iActivity = ACT_ITEM2_VM_PULLBACK;
468- break ;
469- case ACT_VM_PRIMARYATTACK:
470- iActivity = ACT_ITEM2_VM_PRIMARYATTACK;
471- break ;
472- case ACT_VM_SECONDARYATTACK:
473- iActivity = ACT_ITEM2_VM_SECONDARYATTACK;
474- break ;
475- case ACT_VM_RELOAD:
476- iActivity = ACT_ITEM2_VM_RELOAD;
477- break ;
478- case ACT_VM_DRYFIRE:
479- iActivity = ACT_ITEM2_VM_DRYFIRE;
480- break ;
481- case ACT_VM_IDLE_TO_LOWERED:
482- iActivity = ACT_ITEM2_VM_IDLE_TO_LOWERED;
483- break ;
484- case ACT_VM_IDLE_LOWERED:
485- iActivity = ACT_ITEM2_VM_IDLE_LOWERED;
486- break ;
487- case ACT_VM_LOWERED_TO_IDLE:
488- iActivity = ACT_ITEM2_VM_LOWERED_TO_IDLE;
489- break ;
490- default :
491- break ;
492- }
493- }
494-
495- return BaseClass::SendWeaponAnim ( iActivity );
496- }
497-
498443#ifdef GAME_DLL
499444// -----------------------------------------------------------------------------
500445void CTFScatterGun::Equip ( CBaseCombatCharacter *pOwner )
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