ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_m4a1.cpp
2015-06-30 15:46:07 +06:00

81 lines
2.1 KiB
C++

#include "precompiled.h"
/* <281342> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:60 */
LINK_ENTITY_TO_CLASS(weapon_m4a1, CM4A1);
/* <281059> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:62 */
NOBODY void CM4A1::Spawn(void)
{
}
/* <280fb2> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:77 */
NOBODY void CM4A1::Precache(void)
{
}
/* <280fd9> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:97 */
NOBODY int CM4A1::GetItemInfo(ItemInfo *p)
{
}
/* <281169> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:114 */
NOBODY BOOL CM4A1::Deploy(void)
{
// Deploy(CM4A1 *const this); // 114
}
/* <281032> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:127 */
NOBODY void CM4A1::SecondaryAttack(void)
{
}
/* <2812fd> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:149 */
NOBODY void CM4A1::PrimaryAttack(void)
{
// Length2D(const Vector *const this); // 155
// Length2D(const Vector *const this); // 164
}
/* <28140c> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:173 */
NOBODY void CM4A1::M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
// {
// Vector vecAiming; // 210
// Vector vecSrc; // 212
// Vector vecDir; // 213
// int flag; // 223
// operator+(const Vector *const this,
// const Vector &v); // 204
// Vector(Vector *const this,
// const Vector &v); // 220
// Vector(Vector *const this,
// const Vector &v); // 220
// Length2D(const Vector *const this); // 246
// Vector(Vector *const this,
// const Vector &v); // 216
// Vector(Vector *const this,
// const Vector &v); // 216
// }
}
/* <28110b> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:257 */
NOBODY void CM4A1::Reload(void)
{
// {
// int iResult; // 262
// }
// Reload(CM4A1 *const this); // 257
}
/* <2810cf> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:279 */
NOBODY void CM4A1::WeaponIdle(void)
{
// WeaponIdle(CM4A1 *const this); // 279
}
/* <28100c> ../cstrike/dlls/wpn_shared/wpn_m4a1.cpp:296 */
float CM4A1::GetMaxSpeed(void)
{
return 230.0f;
}