/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #include "precompiled.h" EXT_FUNC BOOL CCSPlayerWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal) { return BasePlayerWeapon()->DefaultDeploy(szViewModel, szWeaponModel, iAnim, szAnimExt, skiplocal); } EXT_FUNC int CCSPlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay) { return BasePlayerWeapon()->DefaultReload(iClipSize, iAnim, fDelay); } EXT_FUNC bool CCSPlayerWeapon::DefaultShotgunReload(int iAnim, int iStartAnim, float fDelay, float fStartDelay, const char *pszReloadSound1, const char *pszReloadSound2) { return BasePlayerWeapon()->DefaultShotgunReload(iAnim, iStartAnim, fDelay, fStartDelay, pszReloadSound1, pszReloadSound2); } EXT_FUNC void CCSPlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change) { BasePlayerWeapon()->KickBack(up_base, lateral_base, up_modifier, lateral_modifier, up_max, lateral_max, direction_change); } EXT_FUNC void CCSPlayerWeapon::SendWeaponAnim(int iAnim, int skiplocal) { BasePlayerWeapon()->SendWeaponAnim(iAnim, skiplocal); }