Пример #1
0
void CWeaponBaseGun::DoFireEffects()
{
    CMomentumPlayer *pPlayer = GetPlayerOwner();

    if (pPlayer)
        pPlayer->DoMuzzleFlash();
}
Пример #2
0
void CWeaponM4A1::DoFireEffects()
{
    if (!m_bSilencerOn)
    {
        CMomentumPlayer *pPlayer = GetPlayerOwner();
        if (pPlayer)
        {
            pPlayer->DoMuzzleFlash();
        }
    }
}
Пример #3
0
// 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;
}