mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
80 lines
2.1 KiB
C++
80 lines
2.1 KiB
C++
#include "precompiled.h"
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/* <29ba7b> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:48 */
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LINK_ENTITY_TO_CLASS(weapon_scout, CSCOUT);
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/* <29b7ee> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:50 */
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NOBODY void CSCOUT::Spawn(void)
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{
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}
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/* <29b70a> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:62 */
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NOBODY void CSCOUT::Precache(void)
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{
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}
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/* <29b731> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:79 */
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NOBODY int CSCOUT::GetItemInfo(ItemInfo *p)
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{
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}
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/* <29b8f7> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:96 */
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NOBODY BOOL CSCOUT::Deploy(void)
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{
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// Deploy(CSCOUT *const this); // 96
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}
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/* <29b78a> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:109 */
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NOBODY void CSCOUT::SecondaryAttack(void)
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{
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// EMIT_SOUND(edict_t *entity,
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// int channel,
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// const char *sample,
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// float volume,
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// float attenuation); // 136
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}
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/* <29ba31> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:140 */
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NOBODY void CSCOUT::PrimaryAttack(void)
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{
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// Length2D(const Vector *const this); // 144
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// PrimaryAttack(CSCOUT *const this); // 140
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}
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/* <29bb45> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:154 */
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NOBODY void CSCOUT::SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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{
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// {
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// Vector vecAiming; // 197
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// Vector vecSrc; // 200
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// Vector vecDir; // 202
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// int flag; // 206
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// operator+(const Vector *const this,
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// const Vector &v); // 188
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// Vector(Vector *const this,
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// const Vector &v); // 203
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// Vector(Vector *const this,
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// const Vector &v); // 203
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// }
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}
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/* <29b89e> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:232 */
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NOBODY void CSCOUT::Reload(void)
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{
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// {
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// int iResult; // 234
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// }
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// Reload(CSCOUT *const this); // 232
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}
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/* <29b864> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:250 */
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NOBODY void CSCOUT::WeaponIdle(void)
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{
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// WeaponIdle(CSCOUT *const this); // 250
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}
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/* <29b764> ../cstrike/dlls/wpn_shared/wpn_scout.cpp:267 */
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NOBODY float CSCOUT::GetMaxSpeed(void)
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{
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}
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