sp/src/game/shared/hl2/basehlcombatweapon_shared.cpp
bool CBaseHLCombatWeapon::Ready( void )
{
	//Don't bother if we don't have the animation
	if ( SelectWeightedSequence( ACT_VM_LOWERED_TO_IDLE ) == ACTIVITY_NOT_AVAILABLE )
		return false;

	m_bLowered = false;	
	m_flRaiseTime = gpGlobals->curtime + 0.5f;
	return true;
}
//-----------------------------------------------------------------------------
// Purpose: Brings the weapon up to the ready position
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
Brings the weapon up to the ready position
Output : Returns true on success, false on failure.
Brings the weapon up to the ready position Output : Returns true on success false on failure .
bool CBaseHLCombatWeapon::Ready( void )
{
	if ( SelectWeightedSequence( ACT_VM_LOWERED_TO_IDLE ) == ACTIVITY_NOT_AVAILABLE )
		return false;
	m_bLowered = false;	
	m_flRaiseTime = gpGlobals->curtime + 0.5f;
	return true;
}
bool CBaseHLCombatWeapon :: Ready ( void ) { if ( SelectWeightedSequence ( ACT_VM_LOWERED_TO_IDLE ) == ACTIVITY_NOT_AVAILABLE ) return false ; m_bLowered = false ; m_flRaiseTime = gpGlobals -> curtime + 0.5f ; return true ; }
Purpose: Brings the weapon up to the ready position
Output : Returns true on success, false on failure.
Purpose : Brings the weapon up to the ready position Output : Returns true on success false on failure .
//Don't bother if we don't have the animation