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(); }
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(); }
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(); }
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(); }
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. }
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. }
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. }
//======================================================================================== // 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. }
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; }
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. }
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. }
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(); }
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(); }
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; }
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(); }
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; }
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(); }
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(); }
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. }
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(); }
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. }
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(); }
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(); }
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. }
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. }
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. }
/* <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(); }
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. }