void CWeaponBaseGun::DoFireEffects() { CMomentumPlayer *pPlayer = GetPlayerOwner(); if (pPlayer) pPlayer->DoMuzzleFlash(); }
void CWeaponM4A1::DoFireEffects() { if (!m_bSilencerOn) { CMomentumPlayer *pPlayer = GetPlayerOwner(); if (pPlayer) { pPlayer->DoMuzzleFlash(); } } }
// GOOSEMAN : FireRemaining used by Glock18 void CWeaponFamas::FireRemaining(int &shotsFired, float &shootTime) { float nexttime = 0.1; m_iClip1--; if (m_iClip1 < 0) { m_iClip1 = 0; shotsFired = 3; shootTime = 0.0f; return; } CMomentumPlayer *pPlayer = GetPlayerOwner(); if (!pPlayer) Error("!pPlayer"); // Famas burst mode FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Secondary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, m_fBurstSpread); SendWeaponAnim(ACT_VM_PRIMARYATTACK); pPlayer->DoMuzzleFlash(); pPlayer->SetAnimation(PLAYER_ATTACK1); shotsFired++; if (shotsFired != 3) shootTime = gpGlobals->curtime + nexttime; else shootTime = 0.0; }