void CCrowbar::PrimaryAttack() { if (! Swing( 1 )) { SetThink( &CCrowbar::SwingAgain ); pev->nextthink = gpGlobals->time + 0.1; } }
void CCrowbar::PrimaryAttack() { if (! Swing( 1 )) { SetThink(&CCrowbar:: SwingAgain ); SetNextThink( 0.1 ); } }
void PrimeSwing::RecFactorial( mpz_class& _result, int _number, PrimeSieve& _sieve ) { // Stop recursion here if (_number < 2) { _result = 1; return; } // Continue calculating recursively RecFactorial(_result, _number / 2, _sieve); _result *= _result; _result *= Swing(_number, _sieve); }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CBaseHL2MPBludgeonWeapon::PrimaryAttack() { #ifndef CLIENT_DLL CHL2MP_Player *pPlayer = ToHL2MPPlayer( GetPlayerOwner() ); // Move other players back to history positions based on local player's lag lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); #endif Swing( false ); #ifndef CLIENT_DLL // Move other players back to history positions based on local player's lag lagcompensation->FinishLagCompensation( pPlayer ); #endif }
//----------------------------------------------------------------------------- // Animation event //----------------------------------------------------------------------------- void CWeaponSlappers::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { switch( pEvent->event ) { case EVENT_WEAPON_AR2: Swing( false ); break; case EVENT_WEAPON_MELEE_HIT: HandleAnimEventMeleeHit( pEvent, pOperator ); break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } }
void CAK74::SecondaryAttack() { if ( m_pPlayer->m_bIron ) m_pPlayer->m_bIron = FALSE; else m_pPlayer->m_bIron = TRUE; m_flNextSecondaryAttack = m_flNextSecondaryAttack + 0.5; return; if (! Swing( 1 )) { SetThink( SwingAgain ); pev->nextthink = gpGlobals->time + 0.5; //0.1 } }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CWeaponSDKMelee::PrimaryAttack() { #ifndef CLIENT_DLL CSDKPlayer *pPlayer = ToSDKPlayer( GetPlayerOwner() ); pPlayer->NoteWeaponFired(); // Move other players back to history positions based on local player's lag lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); #endif Swing( false ); #ifndef CLIENT_DLL // Move other players back to history positions based on local player's lag lagcompensation->FinishLagCompensation( pPlayer ); #endif }
//------------------------------------------------------------------------------ // Purpose : Update weapon //------------------------------------------------------------------------------ void CWeaponDAMelee::ItemPostFrame( void ) { CDAPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer == NULL ) return; if (IsDoingDrugs()) { if (MaintainDoDrugs()) return; } else if (IsThrowingGrenade()) { if (MaintainGrenadeToss()) return; } else if ((pPlayer->m_nButtons & IN_ALT2) && !IsThrowingGrenade() && pPlayer->GetAmmoCount(GetAmmoDef()->Index("grenades")) && pPlayer->CanAttack()) { bool bAllow = (m_flNextPrimaryAttack < GetCurrentTime()); if (m_bInReload) bAllow = true; if (bAllow) { StartGrenadeToss(); return; } } if (GetSwingTime() > 0 && GetSwingTime() <= GetCurrentTime()) { Swing(); } else if ( (pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= GetCurrentTime()) && pPlayer->CanAttack() ) { PrimaryAttack(); } else if ( (pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= GetCurrentTime()) && pPlayer->CanAttack() ) { SecondaryAttack(); } else { WeaponIdle(); } }
// ----------------------------------------------------------------------------- // Purpose: // ----------------------------------------------------------------------------- void CTFHammerfists::Punch( void ) { // Get the current player. CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return; // Swing the weapon. Swing( pPlayer ); m_flNextSecondaryAttack = m_flNextPrimaryAttack; #if !defined( CLIENT_DLL ) // We might or might not add Merc voice lines for ragemode, so just leave this in pPlayer->SpeakWeaponFire(); #endif }
// ----------------------------------------------------------------------------- // Purpose: // ----------------------------------------------------------------------------- void CTFWeaponBaseMelee::PrimaryAttack() { // Get the current player. CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return; if ( !CanAttack() ) return; // Set the weapon usage mode - primary, secondary. m_iWeaponMode = TF_WEAPON_PRIMARY_MODE; m_bConnected = false; // Swing the weapon. Swing( pPlayer ); #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACritical() ); #endif }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CBaseHL2MPBludgeonWeapon::SecondaryAttack() { Swing( true ); }
void CBaseMelee::Fire() { Swing(); }
void CTDPWeaponMaul::ThirdAttack() { Swing(true); }
void CTDPWeaponMaul::SecondaryAttack() { Swing(true); }
void CTDPWeaponMaul::PrimaryAttack() { Swing(false); }
void CCrowbar::SwingAgain( void ) { Swing( 0 ); }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CWeaponCrowbar::PrimaryAttack() { Swing(); }
void CKnife::PrimaryAttack(void) { Swing(TRUE); }
void CAK74::SwingAgain( void ) { Swing( 0 ); }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CWeaponSDKMelee::SecondaryAttack() { Swing( true ); }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CBaseHLBludgeonWeapon::PrimaryAttack() { Swing( false ); }
void CKnife::SwingAgain(void) { Swing(FALSE); }