Add m_flBaseDamage member (#334)

* Features: add m_flBaseDamage
This commit is contained in:
fant1kua 2019-01-07 10:43:10 +02:00 committed by Dmitry Novikov
parent 9d89a347fa
commit a79775b443
24 changed files with 239 additions and 27 deletions

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@ -555,6 +555,10 @@ public:
int m_iShell;
#ifdef REGAMEDLL_API
float m_flBaseDamageSil;
#endif
private:
unsigned short m_usFireUSP;
};
@ -1321,6 +1325,10 @@ public:
int m_iShell;
int iShellOn;
#ifdef REGAMEDLL_API
float m_flBaseDamageSil;
#endif
private:
unsigned short m_usFireM4A1;
};
@ -1963,6 +1971,10 @@ public:
public:
int m_iShell;
int iShellOn;
#ifdef REGAMEDLL_API
float m_flBaseDamageBurst;
#endif
};
extern short g_sModelIndexLaser;

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@ -13,6 +13,10 @@ void CAK47::Spawn()
m_flAccuracy = 0.2f;
m_iShotsFired = 0;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = AK47_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -120,8 +124,13 @@ void CAK47::AK47Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = AK47_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_762MM,
AK47_DAMAGE, AK47_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, AK47_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -13,6 +13,10 @@ void CAUG::Spawn()
m_flAccuracy = 0.2f;
m_iShotsFired = 0;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = AUG_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -133,8 +137,13 @@ void CAUG::AUGFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = AUG_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
AUG_DAMAGE, AUG_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, AUG_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -11,6 +11,10 @@ void CAWP::Spawn()
m_iDefaultAmmo = AWP_DEFAULT_GIVE;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = AWP_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -161,7 +165,12 @@ void CAWP::AWPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 3, BULLET_PLAYER_338MAG, AWP_DAMAGE, AWP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = AWP_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 3, BULLET_PLAYER_338MAG, flBaseDamage, AWP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -14,6 +14,10 @@ void CDEAGLE::Spawn()
m_fMaxSpeed = DEAGLE_MAX_SPEED;
m_flAccuracy = 0.9f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = DEAGLE_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -149,7 +153,12 @@ void CDEAGLE::DEAGLEFire(float flSpread, float flCycleTime, BOOL fUseSemi)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 2, BULLET_PLAYER_50AE, DEAGLE_DAMAGE, DEAGLE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = DEAGLE_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 2, BULLET_PLAYER_50AE, flBaseDamage, DEAGLE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -12,6 +12,10 @@ void CELITE::Spawn()
m_iDefaultAmmo = ELITE_DEFAULT_GIVE;
m_flAccuracy = 0.88f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = ELITE_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -159,13 +163,19 @@ void CELITE::ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi)
flag = 0;
#endif
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = ELITE_DAMAGE;
#endif
if (m_iWeaponState & WPNSTATE_ELITE_LEFT)
{
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_iWeaponState &= ~WPNSTATE_ELITE_LEFT;
vecDir = m_pPlayer->FireBullets3(vecSrc - gpGlobals->v_right * 5, vecAiming, flSpread,
8192, BULLET_PLAYER_9MM, 1, ELITE_DAMAGE, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
8192, BULLET_PLAYER_9MM, 1, flBaseDamage, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireELITE_LEFT, 0, (float *)&g_vecZero, (float *)&g_vecZero, flTimeDiff, vecDir.x,
int(vecDir.y * 100), m_iClip, FALSE, FALSE);
@ -176,7 +186,7 @@ void CELITE::ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi)
m_iWeaponState |= WPNSTATE_ELITE_LEFT;
vecDir = m_pPlayer->FireBullets3(vecSrc + gpGlobals->v_right * 5, vecAiming, flSpread,
8192, BULLET_PLAYER_9MM, 1, ELITE_DAMAGE, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
8192, BULLET_PLAYER_9MM, 1, flBaseDamage, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireELITE_RIGHT, 0, (float *)&g_vecZero, (float *)&g_vecZero, flTimeDiff, vecDir.x,
int(vecDir.y * 100), m_iClip, FALSE, FALSE);

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@ -13,6 +13,11 @@ void CFamas::Spawn()
m_iFamasShotsFired = 0;
m_flFamasShoot = 0;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = FAMAS_DAMAGE;
m_flBaseDamageBurst = FAMAS_DAMAGE_BURST;
#endif
// Get ready to fall down
FallInit();
@ -159,8 +164,13 @@ void CFamas::FamasFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = bFireBurst ? m_flBaseDamageBurst : CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = bFireBurst ? FAMAS_DAMAGE_BURST : FAMAS_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
bFireBurst ? FAMAS_DAMAGE_BURST : FAMAS_DAMAGE, FAMAS_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, FAMAS_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -13,6 +13,10 @@ void CFiveSeven::Spawn()
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_flAccuracy = 0.92f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = FIVESEVEN_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -148,7 +152,12 @@ void CFiveSeven::FiveSevenFire(float flSpread, float flCycleTime, BOOL fUseSemi)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_57MM, FIVESEVEN_DAMAGE, FIVESEVEN_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = FIVESEVEN_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_57MM, flBaseDamage, FIVESEVEN_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -12,6 +12,10 @@ void CG3SG1::Spawn()
m_iDefaultAmmo = G3SG1_DEFAULT_GIVE;
m_flLastFire = 0;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = G3SG1_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -156,7 +160,12 @@ void CG3SG1::G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, (1 - m_flAccuracy) * flSpread, 8192, 3, BULLET_PLAYER_762MM, G3SG1_DAMAGE, G3SG1_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = G3SG1_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, (1 - m_flAccuracy) * flSpread, 8192, 3, BULLET_PLAYER_762MM, flBaseDamage, G3SG1_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -11,6 +11,10 @@ void CGalil::Spawn()
m_iDefaultAmmo = GALIL_DEFAULT_GIVE;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = GALIL_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -125,8 +129,13 @@ void CGalil::GalilFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = GALIL_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
GALIL_DAMAGE, GALIL_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, GALIL_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -17,6 +17,10 @@ void CGLOCK18::Spawn()
m_flGlock18Shoot = 0;
m_flAccuracy = 0.9f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = GLOCK18_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -216,7 +220,12 @@ void CGLOCK18::GLOCK18Fire(float flSpread, float flCycleTime, BOOL bFireBurst)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, GLOCK18_DAMAGE, GLOCK18_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = GLOCK18_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, flBaseDamage, GLOCK18_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -13,6 +13,10 @@ void CM249::Spawn()
m_flAccuracy = 0.2f;
m_iShotsFired = 0;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = M249_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -120,8 +124,13 @@ void CM249::M249Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = M249_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
M249_DAMAGE, M249_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, M249_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -14,6 +14,11 @@ void CM4A1::Spawn()
m_iShotsFired = 0;
m_bDelayFire = true;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = M4A1_DAMAGE;
m_flBaseDamageSil = M4A1_DAMAGE_SIL;
#endif
// Get ready to fall down
FallInit();
@ -164,15 +169,20 @@ void CM4A1::M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? m_flBaseDamageSil : CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? M4A1_DAMAGE_SIL : M4A1_DAMAGE;
#endif
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
{
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
M4A1_DAMAGE_SIL, M4A1_RANGE_MODIFER_SIL, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, M4A1_RANGE_MODIFER_SIL, m_pPlayer->pev, false, m_pPlayer->random_seed);
}
else
{
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
M4A1_DAMAGE, M4A1_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, M4A1_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
}

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@ -13,6 +13,10 @@ void CMAC10::Spawn()
m_flAccuracy = 0.15f;
m_bDelayFire = false;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = MAC10_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -113,8 +117,13 @@ void CMAC10::MAC10Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = MAC10_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_45ACP,
MAC10_DAMAGE, MAC10_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, MAC10_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -13,6 +13,10 @@ void CMP5N::Spawn()
m_flAccuracy = 0.0f;
m_bDelayFire = false;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = MP5N_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -111,8 +115,13 @@ void CMP5N::MP5NFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = MP5N_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM,
MP5N_DAMAGE, MP5N_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, MP5N_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -13,6 +13,10 @@ void CP228::Spawn()
m_iDefaultAmmo = P228_DEFAULT_GIVE;
m_flAccuracy = 0.9f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = P228_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -148,7 +152,12 @@ void CP228::P228Fire(float flSpread, float flCycleTime, BOOL fUseSemi)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_357SIG, P228_DAMAGE, P228_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = P228_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_357SIG, flBaseDamage, P228_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -14,6 +14,10 @@ void CP90::Spawn()
m_iShotsFired = 0;
m_bDelayFire = false;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = P90_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -121,7 +125,12 @@ void CP90::P90Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_57MM, P90_DAMAGE, P90_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = P90_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_57MM, flBaseDamage, P90_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -11,6 +11,10 @@ void CSCOUT::Spawn()
m_iDefaultAmmo = SCOUT_DEFAULT_GIVE;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = SCOUT_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -153,7 +157,12 @@ void CSCOUT::SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 3, BULLET_PLAYER_762MM, SCOUT_DAMAGE, SCOUT_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = SCOUT_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 3, BULLET_PLAYER_762MM, flBaseDamage, SCOUT_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -16,6 +16,10 @@ void CSG550::Spawn()
m_flAccuracy = 0.2f;
#endif
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = SG550_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -159,7 +163,12 @@ void CSG550::SG550Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, SG550_DAMAGE, SG550_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = SG550_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, flBaseDamage, SG550_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -13,6 +13,10 @@ void CSG552::Spawn()
m_flAccuracy = 0.2f;
m_iShotsFired = 0;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = SG552_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -132,8 +136,13 @@ void CSG552::SG552Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = SG552_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
SG552_DAMAGE, SG552_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, SG552_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -14,6 +14,10 @@ void CTMP::Spawn()
m_iShotsFired = 0;
m_bDelayFire = false;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = TMP_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -111,8 +115,13 @@ void CTMP::TMPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = TMP_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM,
TMP_DAMAGE, TMP_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, TMP_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -13,6 +13,10 @@ void CUMP45::Spawn()
m_flAccuracy = 0.0f;
m_bDelayFire = false;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = UMP45_DAMAGE;
#endif
// Get ready to fall down
FallInit();
@ -114,8 +118,13 @@ void CUMP45::UMP45Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = UMP45_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_45ACP,
UMP45_DAMAGE, UMP45_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
flBaseDamage, UMP45_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -13,6 +13,11 @@ void CUSP::Spawn()
m_iDefaultAmmo = USP_DEFAULT_GIVE;
m_flAccuracy = 0.92f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = USP_DAMAGE;
m_flBaseDamageSil = USP_DAMAGE_SIL;
#endif
// Get ready to fall down
FallInit();
@ -152,7 +157,6 @@ void CUSP::PrimaryAttack()
void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi)
{
int flag;
int iDamage;
Vector vecAiming, vecSrc, vecDir;
flCycleTime -= 0.075f;
@ -213,9 +217,12 @@ void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi)
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
iDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_DAMAGE_SIL : USP_DAMAGE;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_45ACP, iDamage, USP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef REGAMEDLL_API
float flBaseDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? m_flBaseDamageSil : CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_DAMAGE_SIL : USP_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_45ACP, flBaseDamage, USP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;

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@ -41,6 +41,7 @@ public:
public:
bool m_bHasSecondaryAttack;
float m_flBaseDamage;
};
// Inlines