nuclide/src/shared/NSWeapon.qc

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void
NSWeapon::NSWeapon(void)
{
}
/* calls */
void
NSWeapon::Precache(void)
{
}
void
NSWeapon::Draw(void)
{
}
void
NSWeapon::Holster(void)
{
}
void
NSWeapon::Primary(void)
{
}
void
NSWeapon::Secondary(void)
{
}
void
NSWeapon::Reload(void)
{
}
void
NSWeapon::Release(void)
{
}
#ifdef CLIENT
void
NSWeapon::ClientPredraw(void)
{
}
void
NSWeapon::ClientPostdraw(void)
{
}
void
NSWeapon::ReceiveEntity(float new, float flChanged)
{
}
#endif
#ifdef SERVER
float
NSWeapon::SendEntity(entity ePEnt, float flChanged)
{
/* if we have a model, assume we're a pickup */
if (modelindex) {
return super::SendEntity(ePEnt, flChanged);
}
/* don't network to anyone but the owner */
if (ePEnt != owner) {
return (false);
}
#if 0
WriteByte(MSG_ENTITY, ENT_WEAPON);
WriteFloat(MSG_ENTITY, flChanged);
WriteInt(MSG_ENTITY, m_iSlot);
WriteInt(MSG_ENTITY, m_iSlotPos);
WriteByte(MSG_ENTITY, m_bAllowDropping);
WriteInt(MSG_ENTITY, m_iWeight);
WriteInt(MSG_ENTITY, m_iClip1);
WriteInt(MSG_ENTITY, m_iClip2);
WriteFloat(MSG_ENTITY, m_flPrimaryNext);
WriteFloat(MSG_ENTITY, m_flSecondaryNext);
WriteFloat(MSG_ENTITY, m_flLastFired);
#endif
return (true);
}
void
NSWeapon::Touch(entity eToucher)
{
Hide();
SetSolid(SOLID_NOT);
}
void
NSWeapon::Respawn(void)
{
/* the weapons gets placed in-world */
SetModel(GetWorldModel());
SetSolid(SOLID_TRIGGER);
SetOrigin(GetSpawnOrigin());
}
#endif
/* get */
string
NSWeapon::GetPlayerModel(void)
{
return "models/error.vvm";
}
string
NSWeapon::GetWorldModel(void)
{
return "models/error.vvm";
}
string
NSWeapon::GetPrintName(void)
{
return m_strName;
}
int
NSWeapon::GetSlot(void)
{
return m_iSlot;
}
int
NSWeapon::GetSlotPos(void)
{
return m_iSlotPos;
}
bool
NSWeapon::AllowDropping(void)
{
return false;
}
int
NSWeapon::GetWeight(void)
{
return 0;
}
int
NSWeapon::GetPlayerAnim(void)
{
return 0;
}
bool
NSWeapon::IsEmpty(void)
{
return false;
}
string
NSWeapon::GetObituaryMessage(void)
{
return "%s killed %s with Unknown";
}
int
NSWeapon::GetType(void)
{
return 0;
}
int
NSWeapon::GetClip1(void)
{
return 0;
}
int
NSWeapon::GetClip2(void)
{
return 0;
}
int
NSWeapon::GetMaxClip1(void)
{
return 0;
}
int
NSWeapon::GetMaxClip2(void)
{
return 0;
}
float
NSWeapon::GetNextPrimaryFire(void)
{
return m_flPrimaryNext;
}
float
NSWeapon::GetNextSecondaryFire(void)
{
return m_flSecondaryNext;
}
float
NSWeapon::LastFireTime(void)
{
return m_flLastFired;
}
void
NSWeapon::SetClip1(int new_clip)
{
m_iClip1 = new_clip;
}
void
NSWeapon::SetClip2(int new_clip)
{
m_iClip1 = new_clip;
}
bool
NSWeapon::AllowsAutoSwitchFrom(void)
{
return true;
}
bool
NSWeapon::AllowsAutoSwitchTo(void)
{
return true;
}
bool
NSWeapon::HasAmmo(void)
{
return false;
}