sp/src/game/shared/hl2/basehlcombatweapon_shared.cpp
bool CBaseHLCombatWeapon::WeaponShouldBeLowered( void )
{
	// Can't be in the middle of another animation
  	if ( GetIdealActivity() != ACT_VM_IDLE_LOWERED && GetIdealActivity() != ACT_VM_IDLE &&
		 GetIdealActivity() != ACT_VM_IDLE_TO_LOWERED && GetIdealActivity() != ACT_VM_LOWERED_TO_IDLE )
  		return false;

	if ( m_bLowered )
		return true;
	
#if !defined( CLIENT_DLL )

	if ( GlobalEntity_GetState( "friendly_encounter" ) == GLOBAL_ON )
		return true;

#endif

	return false;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
Output : Returns true on success, false on failure.
Output : Returns true on success false on failure .
bool CBaseHLCombatWeapon::WeaponShouldBeLowered( void )
{
  	if ( GetIdealActivity() != ACT_VM_IDLE_LOWERED && GetIdealActivity() != ACT_VM_IDLE &&
		 GetIdealActivity() != ACT_VM_IDLE_TO_LOWERED && GetIdealActivity() != ACT_VM_LOWERED_TO_IDLE )
  		return false;
	if ( m_bLowered )
		return true;
#if !defined( CLIENT_DLL )
	if ( GlobalEntity_GetState( "friendly_encounter" ) == GLOBAL_ON )
		return true;
#endif
	return false;
}
bool CBaseHLCombatWeapon :: WeaponShouldBeLowered ( void ) { if ( GetIdealActivity ( ) != ACT_VM_IDLE_LOWERED && GetIdealActivity ( ) != ACT_VM_IDLE && GetIdealActivity ( ) != ACT_VM_IDLE_TO_LOWERED && GetIdealActivity ( ) != ACT_VM_LOWERED_TO_IDLE ) return false ; if ( m_bLowered ) return true ; #if ! defined ( CLIENT_DLL ) if ( GlobalEntity_GetState ( " " ) == GLOBAL_ON ) return true ; #endif return false ; }
Purpose:
Output : Returns true on success, false on failure.
Purpose : Output : Returns true on success false on failure .
// Can't be in the middle of another animation