ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_mac10.cpp

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2015-06-30 12:46:07 +03:00
#include "precompiled.h"
/* <2867c0> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:50 */
LINK_ENTITY_TO_CLASS(weapon_mac10, CMAC10);
/* <28658a> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:52 */
NOBODY void CMAC10::Spawn(void)
{
}
/* <286509> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:66 */
NOBODY void CMAC10::Precache(void)
{
}
/* <286530> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:82 */
NOBODY int CMAC10::GetItemInfo(ItemInfo *p)
{
}
/* <286563> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:99 */
NOBODY BOOL CMAC10::Deploy(void)
{
}
/* <286786> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:108 */
NOBODY void CMAC10::PrimaryAttack(void)
{
// PrimaryAttack(CMAC10 *const this); // 108
}
/* <28688a> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:116 */
NOBODY void CMAC10::MAC10Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
// {
// Vector vecAiming; // 159
// Vector vecSrc; // 161
// Vector vecDir; // 162
// int flag; // 165
// operator+(const Vector *const this,
// const Vector &v); // 153
// Vector(Vector *const this,
// const Vector &v); // 163
// Vector(Vector *const this,
// const Vector &v); // 163
// Length2D(const Vector *const this); // 190
// }
}
/* <28663b> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:199 */
NOBODY void CMAC10::Reload(void)
{
// Reload(CMAC10 *const this); // 199
}
/* <286600> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:213 */
NOBODY void CMAC10::WeaponIdle(void)
{
// WeaponIdle(CMAC10 *const this); // 213
}