void CTFWeaponBuilder::SecondaryAttack( void ) { if ( m_bInAttack2 ) return; // require a re-press m_bInAttack2 = true; CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( !pOwner ) return; if ( pOwner->DoClassSpecialSkill() ) { // intentionally blank } else if ( m_iBuildState == BS_PLACING ) { if ( m_hObjectBeingBuilt ) { pOwner->StopHintTimer( HINT_ALTFIRE_ROTATE_BUILDING ); m_hObjectBeingBuilt->RotateBuildAngles(); } } m_flNextSecondaryAttack = gpGlobals->curtime + 0.2f; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_TFWeaponBuilder::SecondaryAttack( void ) { if ( m_bInAttack2 ) return; // require a re-press m_bInAttack2 = true; CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( !pOwner ) return; pOwner->DoClassSpecialSkill(); m_flNextSecondaryAttack = gpGlobals->curtime + 0.2f; }
// ----------------------------------------------------------------------------- // Purpose: // ----------------------------------------------------------------------------- void CTFWeaponBaseMelee::SecondaryAttack() { // semi-auto behaviour if ( m_bInAttack2 ) return; // Get the current player. CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return; pPlayer->DoClassSpecialSkill(); m_bInAttack2 = true; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGun::SecondaryAttack( void ) { // semi-auto behaviour if ( m_bInAttack2 ) return; // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; pPlayer->DoClassSpecialSkill(); m_bInAttack2 = true; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; }