#include "precompiled.h" /* <281342> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:60 */ LINK_ENTITY_TO_CLASS(weapon_m4a1, CM4A1); /* <281059> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:62 */ NOBODY void CM4A1::Spawn(void) { } /* <280fb2> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:77 */ NOBODY void CM4A1::Precache(void) { } /* <280fd9> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:97 */ NOBODY int CM4A1::GetItemInfo(ItemInfo *p) { } /* <281169> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:114 */ NOBODY BOOL CM4A1::Deploy(void) { // Deploy(CM4A1 *const this); // 114 } /* <281032> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:127 */ NOBODY void CM4A1::SecondaryAttack(void) { } /* <2812fd> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:149 */ NOBODY void CM4A1::PrimaryAttack(void) { // Length2D(const Vector *const this); // 155 // Length2D(const Vector *const this); // 164 } /* <28140c> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:173 */ NOBODY void CM4A1::M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) { // { // Vector vecAiming; // 210 // Vector vecSrc; // 212 // Vector vecDir; // 213 // int flag; // 223 // operator+(const Vector *const this, // const Vector &v); // 204 // Vector(Vector *const this, // const Vector &v); // 220 // Vector(Vector *const this, // const Vector &v); // 220 // Length2D(const Vector *const this); // 246 // Vector(Vector *const this, // const Vector &v); // 216 // Vector(Vector *const this, // const Vector &v); // 216 // } } /* <28110b> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:257 */ NOBODY void CM4A1::Reload(void) { // { // int iResult; // 262 // } // Reload(CM4A1 *const this); // 257 } /* <2810cf> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:279 */ NOBODY void CM4A1::WeaponIdle(void) { // WeaponIdle(CM4A1 *const this); // 279 } /* <28100c> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:296 */ float CM4A1::GetMaxSpeed(void) { return 230.0f; }