#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 */ NOBODY void CAK47::__MAKE_VHOOK(Spawn)(void) { } /* <235280> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:66 */ NOBODY void CAK47::__MAKE_VHOOK(Precache)(void) { } /* <2352a7> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:82 */ NOBODY int CAK47::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p) { } /* <235300> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:99 */ NOBODY BOOL CAK47::__MAKE_VHOOK(Deploy)(void) { } /* <2352da> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:108 */ NOBODY void CAK47::__MAKE_VHOOK(SecondaryAttack)(void) { } /* <235523> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:112 */ NOBODY void CAK47::__MAKE_VHOOK(PrimaryAttack)(void) { // 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 */ NOBODY void CAK47::__MAKE_VHOOK(Reload)(void) { // Reload(CAK47 *const this); // 204 } /* <23539d> ../cstrike/dlls/wpn_shared/wpn_ak47.cpp:219 */ NOBODY void CAK47::__MAKE_VHOOK(WeaponIdle)(void) { // WeaponIdle(CAK47 *const this); // 219 } #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