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@ -106,7 +106,7 @@ int CGlock::GetItemInfo( ItemInfo *p ) |
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BOOL CGlock::Deploy() |
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BOOL CGlock::Deploy() |
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{ |
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{ |
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pev->body = SILENCER_ON; |
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pev->body = m_fSilencerOn ? SILENCER_ON : SILENCER_OFF; |
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return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", UseDecrement(), pev->body ); |
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return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", UseDecrement(), pev->body ); |
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} |
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} |
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void CGlock::Holster( int skiplocal /*= 0*/ ) |
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void CGlock::Holster( int skiplocal /*= 0*/ ) |
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@ -197,7 +197,7 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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// silenced
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// silenced
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if( pev->body == 1 ) |
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if( m_fSilencerOn ) |
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{ |
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{ |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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