本文整理汇总了C++中PlayEmptySound函数的典型用法代码示例。如果您正苦于以下问题:C++ PlayEmptySound函数的具体用法?C++ PlayEmptySound怎么用?C++ PlayEmptySound使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了PlayEmptySound函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PlayEmptySound
void CGauss::PrimaryAttack()
{
// don't fire underwater
if ( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound( );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
return;
}
if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] < 2 )
{
PlayEmptySound( );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
m_fPrimaryFire = TRUE;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
}
示例2: PlayEmptySound
void CShotgun::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
Reload( );
if (m_iClip == 0)
PlayEmptySound( );
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usSingleFire );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->Gunflash ();
m_iClip--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( g_pGameRules->IsDeathmatch() )
{
// altered deathmatch spread
m_pPlayer->FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
}
else
{
// regular old, untouched spread.
m_pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
}
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
if (m_iClip != 0)
m_flPumpTime = gpGlobals->time + 0.5;
m_flNextPrimaryAttack = gpGlobals->time + 0.75;
m_flNextSecondaryAttack = gpGlobals->time + 0.75;
if (m_iClip != 0)
m_flTimeWeaponIdle = gpGlobals->time + 5.0;
else
m_flTimeWeaponIdle = 0.75;
m_fInReload = 0;
}
示例3: PlayEmptySound
void CM16::SecondaryAttack(void)
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
{
PlayEmptySound( );
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
m_pPlayer->m_flStopExtraSoundTime = gpGlobals->time + 0.2;
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
SendWeaponAnim( M16_LAUNCH );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
if ( RANDOM_LONG(0,1) )
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
else
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
// we don't add in player velocity anymore.
CGrenade::ShootContact( m_pPlayer->pev,
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
gpGlobals->v_forward * 800 );
m_flNextPrimaryAttack = gpGlobals->time + 1;
m_flNextSecondaryAttack = gpGlobals->time + 1;
m_flTimeWeaponIdle = gpGlobals->time + 5;// idle pretty soon after shooting.
if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_pPlayer->pev->punchangle.x -= 10;
}
示例4: PlayEmptySound
void CMP5::SecondaryAttack( void )
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
{
PlayEmptySound( );
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
// we don't add in player velocity anymore.
CGrenade::ShootContact( m_pPlayer->pev,
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
gpGlobals->v_forward * 800 );
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.
if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
示例5: PlayEmptySound
void CTEST::PrimaryAttack()
{
// don''t fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usTEST );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( g_pGameRules->IsDeathmatch() )
{
// optimized multiplayer. Widened to make it easier to hit a moving player
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
}
else
{
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
}
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1;
if (m_flNextPrimaryAttack < gpGlobals->time)
m_flNextPrimaryAttack = gpGlobals->time + 0.1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
UpdateSpot( );
}
示例6: PlayEmptySound
void CBiorifle::PrimaryAttack()
{
if (m_iClip <= 0)
{
PlayEmptySound(4);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_iClip--;
m_iFiredAmmo++;
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
SendWeaponAnim((m_pPlayer->m_fHeavyArmor)?BIORIFLE_FIRE_SOLID:BIORIFLE_FIRE);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
CBiomass::ShootBiomass( m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16 + gpGlobals->v_right * 7 + gpGlobals->v_up * -8, gpGlobals->v_forward * 3000, 400);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/biorifle_fire.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xF));
m_flNextPrimaryAttack = gpGlobals->time + 0.3;
m_flNextSecondaryAttack = gpGlobals->time + 0.1;
m_flTimeWeaponIdle = gpGlobals->time + 2;
if (!m_pPlayer->m_fHeavyArmor)
{
m_pPlayer->pev->punchangle.x -= RANDOM_FLOAT(-2,5);
m_pPlayer->pev->punchangle.y -= 1;
}
}
示例7: PlayEmptySound
void CAK74::SecondaryAttack()
{
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
{
PlayEmptySound( );
return;
}
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
CAK74grenade::ShootAK74grenade( m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 24 + gpGlobals->v_right * 6 + gpGlobals->v_up * -7, gpGlobals->v_forward * 4000 );
FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?AK74_GRENADE_SOLID:AK74_GRENADE, 1, FIREGUN_AK74 );
if (!m_pPlayer->m_fHeavyArmor)
{
m_pPlayer->pev->punchangle.x -= 14;
m_pPlayer->pev->punchangle.y -= 6;
}
m_flNextPrimaryAttack = gpGlobals->time + 1;
m_flNextSecondaryAttack = gpGlobals->time + 2;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT (5, 8);
}
示例8: PlayEmptySound
void CFLAMETHROWER::PrimaryAttack( void )
{
if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0 || burn==FALSE)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
return;
}
m_iClip--;
m_iFiredAmmo++;
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
if ( gpGlobals->time >= m_flShootTime )
{
SendWeaponAnim( FLAMETHROWER_FIRE );
m_flShootTime = gpGlobals->time + 1;
}
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
CFlame::ShootFlame( m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 24 + gpGlobals->v_right * 2 + gpGlobals->v_up * -8, gpGlobals->v_forward * 900 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.1;
m_flTimeWeaponIdle = gpGlobals->time + 5;
}
示例9: PlayEmptySound
void CFlakcannon::PrimaryAttack()
{
if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
return;
}
m_iClip--;
m_iFiredAmmo++;
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
for ( int i = 0; i < 10; i++ )
{
Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 24 + gpGlobals->v_right * 4 + gpGlobals->v_right * 2 * cos (M_PI * i * 2.0f / 10) + gpGlobals->v_up * -6 + gpGlobals->v_up * 2 * sin (M_PI * i * 2.0f / 10);
CShrapnel::ShootShrapnel(m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 10000);
}
if (m_iClip)
FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?FLAKCANNON_FIRE_SOLID:FLAKCANNON_FIRE, 0, FIREGUN_FLAKCANNON );
else
FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?FLAKCANNON_FIRE_SOLID_LAST:FLAKCANNON_FIRE_LAST, 0, FIREGUN_FLAKCANNON );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2;
m_flTimeWeaponIdle = gpGlobals->time + 5;
if (!m_pPlayer->m_fHeavyArmor)
{
m_pPlayer->pev->punchangle.x -= 6;
m_pPlayer->pev->punchangle.y -= 3;
}
}
示例10: PlayEmptySound
void Cu2::FireBurst()
{
if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
return;
}
m_iClip--;
m_iFiredAmmo++;
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->FireMagnumBullets(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, (m_pPlayer->pev->flags & FL_DUCKING)?VECTOR_CONE_1DEGREES:VECTOR_CONE_2DEGREES, 16384, BULLET_556, m_pPlayer->pev);
FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?U2_FIRE_SOLID:U2_FIRE, 0, FIREGUN_U2 );
if (m_iChargeLevel == 1)
m_flTimeWeaponIdle = m_flNextPrimaryAttack = gpGlobals->time + 0.3;
else
m_flTimeWeaponIdle = m_flNextPrimaryAttack = gpGlobals->time + 0.095;
if (!m_pPlayer->m_fHeavyArmor)
{
m_pPlayer->pev->punchangle.x -= 1.1;
m_pPlayer->pev->punchangle.y -= 0.3;
}
}
示例11: PlayEmptySound
void CFamas::PrimaryAttack()
{
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
BOOL burstMode = FBitSet( m_fWeaponState, WEAPONSTATE_FAMAS_BURST_MODE );
if( !FBitSet( m_pPlayer->pev->flags, FL_ONGROUND ) )
{
FamasFire( m_flAccuracy * 0.3 + 0.03, 0.0825, FALSE, burstMode );
}
else if( m_pPlayer->pev->velocity.Length2D() > 140 )
{
FamasFire( m_flAccuracy * 0.07 + 0.030, 0.0825, FALSE, burstMode );
}
else
{
FamasFire( m_flAccuracy * 0.02, 0.0825, FALSE, burstMode );
}
}
示例12: SendWeaponAnim
void CRpg::PrimaryAttack()
{
if (m_iClip)
{
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iBody = 1; //hide rocket in laubcher
SendWeaponAnim(RPG_FIRE);
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
CRpgRocket *pRocket = CRpgRocket::Create(vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this);
UTIL_MakeVectors(m_pPlayer->pev->v_angle);// RpgRocket::Create stomps on globals, so remake.
pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct(m_pPlayer->pev->velocity, gpGlobals->v_forward);
// firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD.
// Ken signed up for this as a global change (sjb)
m_iClip--;
m_flNextPrimaryAttack = UTIL_GlobalTimeBase() + 1.5;
m_flTimeWeaponIdle = UTIL_GlobalTimeBase() + 1.5;
}
else
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_GlobalTimeBase() + 0.7;//no longer indicate fps :)
}
UpdateSpot();
}
示例13: PlayEmptySound
void CFSniper::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFSniper );
//avec un délai pour l ejection de la cartouche
PLAYBACK_EVENT_FULL ( 0, m_pPlayer->edict(), m_usFSniper, 27 / 25.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, 1, 0 );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->Gunflash ();
m_iClip--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_8DEGREES );
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector ( 0, 0, 0 )/*VECTOR_CONE_1DEGREES*/, 8192, BULLET_PLAYER_SNIPER, 1 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = gpGlobals->time + 52 / 25.0;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
示例14: PlayEmptySound
void CM249::M249Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
m_bDelayFire = true;
m_iShotsFired++;
m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 175.0) + 0.4;
if (m_flAccuracy > 0.9)
m_flAccuracy = 0.9;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
#ifndef CLIENT_DLL
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
#endif
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 8192, 2, BULLET_PLAYER_556MM, 32, 0.97, m_pPlayer->pev, FALSE, m_pPlayer->random_seed);
int flags;
#ifdef CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireM249, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 100), (int)(m_pPlayer->pev->punchangle.y * 100), FALSE, FALSE);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
#ifndef CLIENT_DLL
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
#endif
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6;
if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
KickBack(1.8, 0.65, 0.45, 0.125, 5.0, 3.5, 8);
else if (m_pPlayer->pev->velocity.Length2D() > 0)
KickBack(1.1, 0.5, 0.3, 0.06, 4.0, 3.0, 8);
else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
KickBack(0.75, 0.325, 0.25, 0.025, 3.5, 2.5, 9);
else
KickBack(0.8, 0.35, 0.3, 0.03, 3.75, 3.0, 9);
}
示例15: PlayEmptySound
void CPython::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
if (!m_fFireOnEmpty)
Reload( );
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = 0.15;
}
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = 0.75;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}