Example #1
0
void CDEAGLE::__MAKE_VHOOK(Spawn)()
{
	Precache();

	m_iId = WEAPON_DEAGLE;
	SET_MODEL(edict(), "models/w_deagle.mdl");

	m_iDefaultAmmo = DEAGLE_DEFAULT_GIVE;
	m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
	m_fMaxSpeed = DEAGLE_MAX_SPEED;
	m_flAccuracy = 0.9f;

	FallInit();
}
Example #2
0
void CUSP::Spawn(void)
{
	pev->classname = MAKE_STRING("weapon_usp");

	Precache();
	m_iId = WEAPON_USP;
	SET_MODEL(ENT(pev), "models/w_usp.mdl");

	m_iDefaultAmmo = USP_DEFAULT_GIVE;
	m_flAccuracy = 0.92;
	m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;

	FallInit();
}
Example #3
0
void CFiveSeven::Spawn( void )
{
    pev->classname = MAKE_STRING( "weapon_fiveseven" );

    Precache();
    m_iId = WEAPON_FIVESEVEN;
    SET_MODEL( edict(), "models/w_fiveseven.mdl" );

    m_iDefaultAmmo = FIVESEVEN_DEFAULT_GIVE;
    m_flAccuracy   = 0.92;

    ClearBits( m_iWeaponState, WPNSTATE_SHIELD_DRAWN );

    FallInit();
}
Example #4
0
void CP228::Spawn(void)
{
	pev->classname = MAKE_STRING("weapon_p228");

	Precache();
	m_iId = WEAPON_P228;
	SET_MODEL(ENT(pev), "models/w_p228.mdl");

	ClearBits(m_iWeaponState, WPNSTATE_SHIELD_DRAWN);

	m_iDefaultAmmo = P228_DEFAULT_GIVE;
	m_flAccuracy   = 0.9;

	FallInit();
}
Example #5
0
void AvHBite2::Spawn() 
{ 
    AvHBite::Spawn(); 
	
	this->Precache();
	
	this->m_iId = AVH_WEAPON_BITE2;
	
    // Set our class name
	this->pev->classname = MAKE_STRING(kwsBite2Gun);
	
	SET_MODEL(ENT(this->pev), kNullModel);
	
	FallInit();// get ready to fall down.
} 
Example #6
0
void CPython::Spawn( )
{
	pev->classname = MAKE_STRING("weapon_357"); // hack to allow for old names
	Precache( );
	m_iId = WEAPON_PYTHON;
	
	if (!FStringNull (v_model) )
	SET_MODEL( ENT(pev), STRING(w_model) );
	else
	SET_MODEL(ENT(pev), "models/weapons/357/w_357.mdl");

	m_iDefaultAmmo = PYTHON_DEFAULT_GIVE;

	FallInit();// get ready to fall down.
}
Example #7
0
void AvHHealingSpray::Spawn() 
{ 
    AvHAlienWeapon::Spawn(); 
	
	this->Precache();
	
	this->m_iId = AVH_WEAPON_HEALINGSPRAY;
	
    // Set our class name
	this->pev->classname = MAKE_STRING(kwsHealingSpray);
	
	SET_MODEL(ENT(this->pev), kNullModel);
	
	FallInit();// get ready to fall down.
} 
Example #8
0
//========================================================================================
// DISC WEAPON
//========================================================================================
void CDiscWeapon::Spawn( )
{
	Precache( );
	m_iId = WEAPON_DISC;
	SET_MODEL(ENT(pev), "models/disc.mdl");

#if !defined( CLIENT_DLL )
	pev->dmg = gSkillData.plrDmgHandGrenade;
#endif

	m_iDefaultAmmo = STARTING_DISCS;
	m_iFastShotDiscs = NUM_FASTSHOT_DISCS;

	FallInit();// get ready to fall down.
}
Example #9
0
void CAK47::Spawn( )
{
	pev->classname = MAKE_STRING( "weapon_ak47" );
	Precache( );
	SET_MODEL( ENT(pev), "models/weapons/ak47/w_ak47.mdl" );
	m_iId = WEAPON_AK47	;
	m_iDefaultAmmo = 120;
	FallInit();

	wepspread_s.MaxSpreadX = 2;
	wepspread_s.MaxSpreadY = 5;

	wepspread_s.SpreadX = 2;
	wepspread_s.SpreadY = 2;
}
Example #10
0
void AvHBlinkGun::Spawn() 
{ 
    AvHAlienWeapon::Spawn(); 
	
	Precache();
	
	this->m_iId = AVH_WEAPON_BLINK;
	
    // Set our class name
	this->pev->classname = MAKE_STRING(kwsBlinkGun);
	
	SET_MODEL(ENT(this->pev), kNullModel);
	
	FallInit();// get ready to fall down.
} 
Example #11
0
void AvHCharge::Spawn()
{
    AvHAlienAbilityWeapon::Spawn(); 
	
	Precache();
	
	this->m_iId = AVH_ABILITY_CHARGE;

    // Set our class name
	this->pev->classname = MAKE_STRING(kwsCharge);
	
	SET_MODEL(ENT(this->pev), kNullModel);
	
	FallInit();// get ready to fall down.
}
Example #12
0
void CM4A1::Spawn(void)
{
    pev->classname = MAKE_STRING("weapon_m4a1");

    Precache();
    m_iId = WEAPON_M4A1;
    SET_MODEL(ENT(pev), "models/w_m4a1.mdl");

    m_iDefaultAmmo = M4A1_DEFAULT_GIVE;
    m_flAccuracy = 0.2;
    m_iShotsFired = 0;
    m_bDelayFire = true;

    FallInit();
}
Example #13
0
void CTMP::Spawn(void)
{
	pev->classname = MAKE_STRING("weapon_tmp");

	Precache();
	m_iId = WEAPON_TMP;
	SET_MODEL(ENT(pev), "models/w_tmp.mdl");

	m_iDefaultAmmo = TMP_DEFAULT_GIVE;
	m_flAccuracy = 0.2;
	m_iShotsFired = 0;
	m_bDelayFire = false;

	FallInit();
}
Example #14
0
void CM3::Spawn( )
{
	pev->classname = MAKE_STRING( "weapon_m3" );
	Precache( );
	SET_MODEL( ENT(pev), "models/weapons/m3/w_m3.mdl" );
	m_iId = WEAPON_M3;
	m_iDefaultAmmo = 40;
	FallInit();

	wepspread_s.MaxSpreadX = 2;
	wepspread_s.MaxSpreadY = 5;

	wepspread_s.SpreadX = 2;
	wepspread_s.SpreadY = 2;
}
Example #15
0
void CDEAGLE::Spawn(void)
{
	pev->classname = MAKE_STRING("weapon_deagle");

	Precache();
	m_iId = WEAPON_DEAGLE;
	SET_MODEL(ENT(pev), "models/w_deagle.mdl");

	m_iDefaultAmmo = DEAGLE_DEFAULT_GIVE;
	m_flAccuracy = 0.9;
	m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
	m_fMaxSpeed = 250;

	FallInit();
}
Example #16
0
void CDEAGLE::Spawn( )
{
	pev->classname = MAKE_STRING( "weapon_deagle" );
	Precache( );
	SET_MODEL( ENT(pev), "models/weapons/deagle/w_deagle.mdl" );
	m_iId = WEAPON_DEAGLE;
	m_iDefaultAmmo = 42;
	FallInit();

	wepspread_s.MaxSpreadX = 2;
	wepspread_s.MaxSpreadY = 5;

	wepspread_s.SpreadX = 3.5;
	wepspread_s.SpreadY = 3.5;
}
Example #17
0
void CP90::Spawn( void )
{
    pev->classname = MAKE_STRING( "weapon_p90" );

    Precache();
    m_iId = WEAPON_P90;
    SET_MODEL( edict(), "models/w_p90.mdl" );

    m_iDefaultAmmo = P90_DEFAULT_GIVE;
    m_flAccuracy   = 0.2;
    m_iShotsFired  = 0;
    m_bDelayFire   = false;

    FallInit();
}
Example #18
0
void CHEGrenade::Spawn(void)
{
	BINTRACE

	Precache();
	m_iId = WEAPON_HEGRENADE;
	SET_MODEL(ENT(pev), "models/w_hegrenade.mdl");

	pev->dmg = 4;
	m_iDefaultAmmo = HEGRENADE_DEFAULT_GIVE;
	m_flStartThrow = 0;
	m_flReleaseThrow = -1;
	m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;

	FallInit();
}
Example #19
0
void AvHSpikeGun::Spawn() 
{ 
    AvHAlienWeapon::Spawn(); 

	Precache();

	this->m_iId = AVH_WEAPON_SPIKE;
	//this->m_iDefaultAmmo = kSpikeMaxClip;

    // Set our class name
	this->pev->classname = MAKE_STRING(kwsSpikeGun);

	SET_MODEL(ENT(this->pev), kNullModel);

	FallInit();// get ready to fall down.
} 
Example #20
0
void AvHHeavyMachineGun::Spawn() 
{ 
    AvHMarineWeapon::Spawn(); 

	Precache();

	this->m_iId = AVH_WEAPON_HMG;
	this->m_iDefaultAmmo = BALANCE_IVAR(kHMGMaxClip);

    // Set our class name
	this->pev->classname = MAKE_STRING(kwsHeavyMachineGun);

	SET_MODEL(ENT(this->pev), kHMGWModel);

	FallInit();// get ready to fall down.
} 
void CSmokeGrenade::Spawn(void)
{
	pev->classname = MAKE_STRING("weapon_smokegrenade");

	Precache();
	m_iId = WEAPON_SMOKEGRENADE;
	SET_MODEL(ENT(pev), "models/w_smokegrenade.mdl");

	pev->dmg = 4;
	m_iDefaultAmmo = SMOKEGRENADE_DEFAULT_GIVE;
	m_flStartThrow = 0;
	m_flReleaseThrow = -1;
	m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;

	FallInit();
}
Example #22
0
void AvHCocoon::Spawn()
{
    AvHAlienWeapon::Spawn(); 
	
	Precache();
	
	this->m_iId = -1;//AVH_WEAPON_COCOON;
	
    // Set our class name
	this->pev->classname = MAKE_STRING(kwsCocoon);
	
	SET_MODEL(ENT(this->pev), kAlienGunWModel);
	
	FallInit();// get ready to fall down.
	
}
Example #23
0
void CFiveSeven::Spawn(void)
{
	BINTRACE

	pev->classname = MAKE_STRING("weapon_fiveseven");

	Precache();
	m_iId = WEAPON_FIVESEVEN;
	SET_MODEL(ENT(pev), "models/w_fiveseven.mdl");

	m_iDefaultAmmo = FIVESEVEN_DEFAULT_GIVE;
	m_flAccuracy = 0.92;
	m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;

	FallInit();
}
Example #24
0
void CFlashbang::Spawn(void)
{
	pev->classname = MAKE_STRING("weapon_flashbang");

	Precache();
	m_iId = WEAPON_FLASHBANG;
	SET_MODEL(ENT(pev), "models/w_flashbang.mdl");

	pev->dmg = 4;
	m_iDefaultAmmo = FLASHBANG_DEFAULT_GIVE;
	m_flStartThrow = 0;
	m_flReleaseThrow = -1;
	m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;

	FallInit();
}
Example #25
0
void AvHEggLayer::Spawn()
{
    AvHAlienWeapon::Spawn(); 
	
	Precache();
	
	this->m_iId = AVH_WEAPON_EGGLAYER;
	
    // Set our class name
	this->pev->classname = MAKE_STRING(kwsEggLayer);
	
	SET_MODEL(ENT(this->pev), kAlienGunWModel);
	
	FallInit();// get ready to fall down.
	
}
Example #26
0
void AvHGrenade::Spawn()
{
    AvHMarineWeapon::Spawn();
    
    Precache();
    
    this->m_iId = AVH_WEAPON_GRENADE;
    this->m_iDefaultAmmo = 1;
    
    // Set our class name
    this->pev->classname = MAKE_STRING(kwsGrenade);
    
    SET_MODEL(ENT(this->pev), kGRWModel);
    
    FallInit();// get ready to fall down.
}
Example #27
0
void AvHPistol::Spawn()
{
    AvHMarineWeapon::Spawn();

	Precache();

	this->m_iId = AVH_WEAPON_PISTOL;
	this->m_iDefaultAmmo = BALANCE_VAR(kHGMaxClip)*(BALANCE_VAR(kMarineSpawnClips) + 1);

    // Set our class name
	this->pev->classname = MAKE_STRING(kwsPistol);

	SET_MODEL(ENT(this->pev), kHGWModel);

	FallInit();// get ready to fall down.
}
Example #28
0
/* <25b72f> ../cstrike/dlls/wpn_shared/wpn_flashbang.cpp:39 */
void CFlashbang::__MAKE_VHOOK(Spawn)(void)
{
	Precache();
	m_iId = WEAPON_FLASHBANG;
	SET_MODEL(edict(), "models/w_flashbang.mdl");

	pev->dmg = 4;

	m_iDefaultAmmo = FLASHBANG_DEFAULT_GIVE;
	m_flStartThrow = 0;
	m_flReleaseThrow = -1.0;
	m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;

	// get ready to fall down.
	FallInit();
}
Example #29
0
void CSaw :: Spawn( )
{
	pev->classname = MAKE_STRING("weapon_saw"); // hack to allow for old names
	Precache( );
	m_iId = WEAPON_HL_SAW;
	SET_MODEL(ENT(pev), "models/weapons/saw/w_saw.mdl");

	pev->frame = 0;
	pev->sequence = 1;
	ResetSequenceInfo( );
	pev->framerate = 0;

	m_iDefaultAmmo = 50;

	FallInit();
}
void AvHSonicGun::Spawn() 
{ 
    AvHMarineWeapon::Spawn(); 
	
	Precache();
	
	this->m_iId = AVH_WEAPON_SONIC;
	this->m_iDefaultAmmo = BALANCE_VAR(kSGMaxClip);
	
    // Set our class name
	this->pev->classname = MAKE_STRING(kwsShotGun);
	
	SET_MODEL(ENT(this->pev), kSGWModel);

	FallInit();// get ready to fall down.
}