#include "precompiled.h" /* <23a81f> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:50 */ LINK_ENTITY_TO_CLASS(weapon_aug, CAUG); /* <23a711> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:52 */ NOBODY void CAUG::Spawn(void) { } /* <23a66a> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:66 */ NOBODY void CAUG::Precache(void) { } /* <23a691> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:83 */ NOBODY int CAUG::GetItemInfo(ItemInfo *p) { } /* <23a6ea> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:100 */ NOBODY BOOL CAUG::Deploy(void) { } /* <23a6c4> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:109 */ NOBODY void CAUG::SecondaryAttack(void) { } /* <23aa31> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:130 */ NOBODY void CAUG::PrimaryAttack(void) { // Length2D(const Vector *const this); // 134 // PrimaryAttack(CAUG *const this); // 130 } /* <23a8e9> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:143 */ NOBODY void CAUG::AUGFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) { // { // Vector vecAiming; // 183 // Vector vecSrc; // 185 // Vector vecDir; // 187 // int flag; // 190 // operator+(const Vector *const this, // const Vector &v); // 182 // Vector(Vector *const this, // const Vector &v); // 188 // Vector(Vector *const this, // const Vector &v); // 188 // Length2D(const Vector *const this); // 214 // } } /* <23a7c2> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:225 */ NOBODY void CAUG::Reload(void) { // { // int iResult; // 230 // } // Reload(CAUG *const this); // 225 } /* <23a787> ../cstrike/dlls/wpn_shared/wpn_aug.cpp:245 */ NOBODY void CAUG::WeaponIdle(void) { // WeaponIdle(CAUG *const this); // 245 }