mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 21:24:27 +00:00
Fix desert eagle.
This commit is contained in:
parent
1168d10392
commit
3f0dbba90c
@ -1951,7 +1951,7 @@ void EV_FireEagle( event_args_t *args )
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EV_MuzzleFlash();
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gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGLE_SHOOT, 1 );
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V_PunchAxis( 0, -10.0 );
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V_PunchAxis( 0, -4.0 );
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}
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// Play fire sound.
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@ -1,17 +1,10 @@
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//========= Copyright © 2004-2008, Raven City Team, All rights reserved. ============//
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// //
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// Purpose: //
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// //
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// $NoKeywords: $ //
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//===================================================================================//
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//Modifided by Lost_Gamer_
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#include "extdll.h"
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#include "util.h"
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@ -21,26 +14,30 @@
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#include "nodes.h"
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#include "player.h"
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enum eagle_e {
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EAGLE_IDLE1 = 0,
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EAGLE_IDLE2,
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EAGLE_IDLE3,
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EAGLE_IDLE4,
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EAGLE_IDLE5,
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EAGLE_SHOOT,
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EAGLE_SHOOT_EMPTY,
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EAGLE_RELOAD,
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EAGLE_RELOAD_NOT_EMPTY,
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EAGLE_DRAW,
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EAGLE_HOLSTER,
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enum deagle_e {
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DEAGLE_IDLE1 = 0,
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DEAGLE_IDLE2,
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DEAGLE_IDLE3,
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DEAGLE_IDLE4,
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DEAGLE_IDLE5,
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DEAGLE_SHOOT,
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DEAGLE_SHOOT_EMPTY,
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DEAGLE_RELOAD,
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DEAGLE_RELOAD_NOT_EMPTY,
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DEAGLE_DRAW,
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DEAGLE_HOLSTER
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};
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LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle )
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LINK_ENTITY_TO_CLASS(weapon_eagle, CEagle);
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#ifndef CLIENT_DLL
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LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot )
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#endif
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void CEagle::Spawn()
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void CEagle::Spawn( void )
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{
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Precache();
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pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names
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Precache( );
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m_iId = WEAPON_EAGLE;
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl");
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@ -50,20 +47,20 @@ void CEagle::Spawn()
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}
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void CEagle::Precache(void)
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void CEagle::Precache( void )
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{
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UTIL_PrecacheOther( "eagle_laser" );
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PRECACHE_MODEL("models/v_desert_eagle.mdl");
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PRECACHE_MODEL("models/w_desert_eagle.mdl");
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PRECACHE_MODEL("models/p_desert_eagle.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
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PRECACHE_SOUND ("weapons/desert_eagle_reload.wav");
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PRECACHE_SOUND ("weapons/desert_eagle_fire.wav");
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PRECACHE_SOUND ("weapons/desert_eagle_sight.wav");
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PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav");
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PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
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PRECACHE_SOUND("weapons/desert_eagle_reload.wav");
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PRECACHE_SOUND("weapons/desert_eagle_sight.wav");
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PRECACHE_SOUND("weapons/desert_eagle_sight2.wav");
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m_usFireEagle = PRECACHE_EVENT(1, "events/eagle.sc");
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m_usEagle = PRECACHE_EVENT( 1, "events/eagle.sc" );
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}
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int CEagle::GetItemInfo(ItemInfo *p)
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@ -83,68 +80,71 @@ int CEagle::GetItemInfo(ItemInfo *p)
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return 1;
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}
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BOOL CEagle::Deploy()
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BOOL CEagle::Deploy( )
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{
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return DefaultDeploy("models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "eagle", UseDecrement());
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return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", DEAGLE_DRAW, "onehanded", 0 );
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}
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void CEagle::Holster(int skiplocal /* = 0 */)
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void CEagle::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim( DEAGLE_HOLSTER );
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SendWeaponAnim(EAGLE_HOLSTER);
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#ifndef CLIENT_DLL
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if (m_pSpot)
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if (m_pEagleLaser)
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{
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m_pSpot->Killed(NULL, GIB_NEVER);
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m_pSpot = NULL;
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m_pEagleLaser->Killed( NULL, GIB_NEVER );
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m_pEagleLaser = NULL;
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}
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#endif
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}
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void CEagle::SecondaryAttack(void)
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void CEagle::SecondaryAttack()
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{
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m_fSpotActive = !m_fSpotActive;
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#ifndef CLIENT_DLL
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if (!m_fSpotActive && m_pSpot)
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m_fEagleLaserActive = ! m_fEagleLaserActive;
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if (!m_fEagleLaserActive && m_pEagleLaser)
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{
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m_pSpot->Killed(NULL, GIB_NORMAL);
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m_pSpot = NULL;
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
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m_pEagleLaser->Killed( NULL, GIB_NORMAL );
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m_pEagleLaser = NULL;
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}
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#endif
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if (m_fSpotActive)
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1, ATTN_NORM);
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else
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1, ATTN_NORM);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
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}
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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void CEagle::PrimaryAttack(void)
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void CEagle::PrimaryAttack()
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{
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if (m_iClip <= 0)
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{
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if (m_fFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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}
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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UpdateSpot( );
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PlayEmptySound( );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.15;
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return;
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}
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UpdateSpot( );
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float flSpread = 0.01;
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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int flags;
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BOOL m_fLaserOn;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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@ -153,136 +153,147 @@ void CEagle::PrimaryAttack(void)
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#endif
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming;
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const Vector& vecSpread = VECTOR_CONE_2DEGREES;
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vecAiming = gpGlobals->v_forward;
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float flCycleTime;
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if (!m_fSpotActive)
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Vector vecDir;
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if (m_pEagleLaser)
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{
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vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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flCycleTime = 0.25f;
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5;
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#ifndef CLIENT_DLL
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m_pEagleLaser->Suspend( 0.6 );
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#endif
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m_fLaserOn = TRUE;
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}
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else
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{
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vecAiming = gpGlobals->v_forward;
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flCycleTime = 0.5f;
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flSpread = 0.1;
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22;
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m_fLaserOn = FALSE;
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}
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, (m_fSpotActive) ? VECTOR_CONE_1DEGREES : VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, (m_iClip == 0) ? 1 : 0, 0);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, flSpread, flSpread, ( m_iClip == 0 ) ? 1 : 0, 0 );
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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UpdateSpot();
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CEagle::Reload(void)
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{
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if (m_pPlayer->ammo_357 <= 0)
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return;
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if (m_fSpotActive)
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void CEagle::Reload( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGLE_MAX_CLIP)
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return;
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if ( m_pEagleLaser && m_fEagleLaserActive )
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{
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SecondaryAttack();
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#ifndef CLIENT_DLL
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m_pEagleLaser->Suspend( 1.6 );
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#endif
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
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}
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int iResult;
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if (m_iClip == 0)
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iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD, 1.5);
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iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD, 1.5 );
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else
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iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD_NOT_EMPTY, 1.5);
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iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD_NOT_EMPTY, 1.5 );
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if (iResult)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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}
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void CEagle::WeaponIdle(void)
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void CEagle::UpdateSpot( void )
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{
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UpdateSpot();
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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// only idle if the slid isn't back
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if (m_iClip != 0)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0);
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if (flRand <= 0.2)
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{
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iAnim = EAGLE_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else if (flRand <= 0.4)
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{
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iAnim = EAGLE_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else if (flRand <= 0.6)
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{
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iAnim = EAGLE_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6f;
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}
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else if (flRand <= 0.8)
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{
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iAnim = EAGLE_IDLE4;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else
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{
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iAnim = EAGLE_IDLE5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
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}
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SendWeaponAnim(iAnim, 1);
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}
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}
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void CEagle::UpdateSpot(void)
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{
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#ifndef CLIENT_DLL
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if (m_fSpotActive)
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if (m_fEagleLaserActive)
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{
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if (!m_pSpot)
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if (!m_pEagleLaser)
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{
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m_pSpot = CLaserSpot::CreateSpot();
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m_pEagleLaser = CLaserSpot::CreateSpot();
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m_pEagleLaser->pev->classname = MAKE_STRING("eagle_laser");
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m_pEagleLaser->pev->scale = 0.5;
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}
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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Vector vecSrc = m_pPlayer->GetGunPosition( );;
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Vector vecAiming = gpGlobals->v_forward;
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TraceResult tr;
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UTIL_TraceLine(vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr);
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UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr );
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UTIL_SetOrigin( m_pEagleLaser->pev, tr.vecEndPos );
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if ( UTIL_PointContents(tr.vecEndPos) == CONTENT_SKY )
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{
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UTIL_Remove( m_pEagleLaser );
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m_pEagleLaser = FALSE;
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}
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UTIL_SetOrigin(m_pSpot->pev, tr.vecEndPos);
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}
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#endif
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}
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}
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void CEagle::WeaponIdle( void )
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{
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UpdateSpot( );
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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// only idle if the slid isn't back
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if (m_iClip != 0)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
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if (m_pEagleLaser)
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{
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if (flRand > 0.5 )
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{
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iAnim = DEAGLE_IDLE5;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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}
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else
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{
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iAnim = DEAGLE_IDLE4;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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}
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else
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{
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if (flRand <= 0.3 )
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{
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iAnim = DEAGLE_IDLE1;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else if (flRand <= 0.6 )
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{
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iAnim = DEAGLE_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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||||
}
|
||||
else
|
||||
{
|
||||
iAnim = DEAGLE_IDLE3;//Done
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.63f;
|
||||
}
|
||||
}
|
||||
SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1617,10 +1617,11 @@ TYPEDESCRIPTION CDisplacer::m_SaveData[] =
|
||||
};
|
||||
IMPLEMENT_SAVERESTORE( CDisplacer, CBasePlayerWeapon )
|
||||
|
||||
TYPEDESCRIPTION CEagle::m_SaveData[] =
|
||||
TYPEDESCRIPTION CEagle::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CEagle, m_fSpotActive, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( CEagle, m_fEagleLaserActive, FIELD_INTEGER ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CEagle, CBasePlayerWeapon )
|
||||
|
||||
TYPEDESCRIPTION CGrapple::m_SaveData[] =
|
||||
@ -1641,7 +1642,6 @@ TYPEDESCRIPTION CM249::m_SaveData[] =
|
||||
};
|
||||
IMPLEMENT_SAVERESTORE( CM249, CBasePlayerWeapon )
|
||||
|
||||
|
||||
TYPEDESCRIPTION CPipeWrench::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CPipeWrench, m_iFirestate, FIELD_INTEGER ),
|
||||
|
@ -1107,30 +1107,27 @@ private:
|
||||
class CEagle : public CBasePlayerWeapon
|
||||
{
|
||||
public:
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
int Save(CSave &save);
|
||||
int Restore(CRestore &restore);
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
int Save( CSave &save );
|
||||
int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
#endif
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
int iItemSlot( void ) { return 2; }
|
||||
int GetItemInfo( ItemInfo *p );
|
||||
|
||||
void Spawn(void);
|
||||
void Precache(void);
|
||||
int iItemSlot(void) { return 2; }
|
||||
int GetItemInfo(ItemInfo *p);
|
||||
void PrimaryAttack( void );
|
||||
void SecondaryAttack( void );
|
||||
BOOL Deploy( void );
|
||||
void Holster( int skiplocal = 0 );
|
||||
void Reload( void );
|
||||
void WeaponIdle( void );
|
||||
|
||||
void PrimaryAttack(void);
|
||||
void SecondaryAttack(void);
|
||||
BOOL Deploy(void);
|
||||
void Holster(int skiplocal = 0);
|
||||
|
||||
void Reload(void);
|
||||
void WeaponIdle(void);
|
||||
|
||||
void UpdateSpot(void);
|
||||
BOOL ShouldWeaponIdle(void) { return TRUE; };
|
||||
|
||||
virtual BOOL UseDecrement(void)
|
||||
void UpdateSpot( void );
|
||||
CLaserSpot *m_pEagleLaser;
|
||||
int m_fEagleLaserActive;
|
||||
virtual BOOL UseDecrement( void )
|
||||
{
|
||||
#if defined( CLIENT_WEAPONS )
|
||||
return TRUE;
|
||||
@ -1139,13 +1136,10 @@ public:
|
||||
#endif
|
||||
}
|
||||
|
||||
CLaserSpot *m_pSpot;
|
||||
int m_fSpotActive;
|
||||
|
||||
private:
|
||||
int m_iShell;
|
||||
|
||||
unsigned short m_usFireEagle;
|
||||
unsigned short m_usEagle;
|
||||
};
|
||||
|
||||
class CGrappleTonguetip;
|
||||
|
Loading…
x
Reference in New Issue
Block a user