bool DoomsDayDevice::Fire( CPlayerObj& playerObj ) { // Make sure it's from someone on our team. if( playerObj.GetTeamID( ) != m_nOwningTeamID ) return false; // Send a message letting the players know the device has been activated. CAutoMessage cMsg; cMsg.Writeuint8( MID_DOOMSDAY_MESSAGE ); cMsg.Writeuint8( MID_DOOMSDAY_DEVICE_COMPLETED ); cMsg.Writeuint8( m_nOwningTeamID ); g_pLTServer->SendToClient( cMsg.Read(), LTNULL, MESSAGE_GUARANTEED ); // Give the activating player a bunch of points. ServerGameOptions& sgo = g_pGameServerShell->GetServerGameOptions( ); uint32 nBonus = sgo.GetDoomsday( ).m_nDeviceCompletedScore; playerObj.GetPlayerScore()->AddBonus( nBonus ); if( !BeginFire( )) return false; return true; }
void AGWWeaponRanged::InputPressed() { BeginFire(); }
void AGWWeaponRanged::ServerBeginFire_Implementation() { BeginFire(); }