ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_ak47.cpp

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#include "precompiled.h"
/* <23556d> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:50 */
LINK_ENTITY_TO_CLASS(weapon_ak47, CAK47);
/* <235327> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:52 */
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NOBODY void CAK47::__MAKE_VHOOK(Spawn)(void)
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{
}
/* <235280> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:66 */
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NOBODY void CAK47::__MAKE_VHOOK(Precache)(void)
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{
}
/* <2352a7> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:82 */
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NOBODY int CAK47::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
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{
}
/* <235300> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:99 */
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NOBODY BOOL CAK47::__MAKE_VHOOK(Deploy)(void)
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{
}
/* <2352da> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:108 */
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NOBODY void CAK47::__MAKE_VHOOK(SecondaryAttack)(void)
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{
}
/* <235523> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:112 */
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NOBODY void CAK47::__MAKE_VHOOK(PrimaryAttack)(void)
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{
// Length2D(const Vector *const this); // 116
// PrimaryAttack(CAK47 *const this); // 112
}
/* <235637> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:123 */
NOBODY void CAK47::AK47Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
// {
// Vector vecAiming; // 158
// Vector vecSrc; // 160
// Vector vecDir; // 162
// int flag; // 165
// operator+(const Vector *const this,
// const Vector &v); // 157
// Vector(Vector *const this,
// const Vector &v); // 163
// Vector(Vector *const this,
// const Vector &v); // 163
// Length2D(const Vector *const this); // 193
// }
}
/* <2353d8> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:204 */
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NOBODY void CAK47::__MAKE_VHOOK(Reload)(void)
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{
// Reload(CAK47 *const this); // 204
}
/* <23539d> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:219 */
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NOBODY void CAK47::__MAKE_VHOOK(WeaponIdle)(void)
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{
// WeaponIdle(CAK47 *const this); // 219
}
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#ifdef HOOK_GAMEDLL
void CAK47::Spawn(void)
{
Spawn_();
}
void CAK47::Precache(void)
{
Precache_();
}
int CAK47::GetItemInfo(ItemInfo *p)
{
return GetItemInfo_(p);
}
BOOL CAK47::Deploy(void)
{
return Deploy_();
}
void CAK47::PrimaryAttack(void)
{
PrimaryAttack_();
}
void CAK47::SecondaryAttack(void)
{
SecondaryAttack_();
}
void CAK47::Reload(void)
{
Reload_();
}
void CAK47::WeaponIdle(void)
{
WeaponIdle_();
}
#endif // HOOK_GAMEDLL