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Sep 15th, 2013
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  1. void Cglock18::PrimaryAttack()
  2. {
  3. if(! ( m_pPlayer->m_afButtonPressed & IN_ATTACK ))
  4. return;
  5.  
  6. if( autofire )
  7. {
  8. Shots = 0;
  9. BrustAttack();
  10. m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
  11. m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 1.085,2.085);
  12. }
  13. else
  14. {
  15. DefaultFire( m_pPlayer, 1, wepspread_s, 21, GLOCK18_SHOOT3, "weapons/glock18-2.wav", m_event, 20 );
  16. m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.085;
  17. m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 1.085,2.085);
  18. }
  19.  
  20. return;
  21. }
  22.  
  23. void Cglock18::BrustAttack( void )
  24. {
  25. DefaultFire( m_pPlayer, 1, wepspread_s, 21, GLOCK18_SHOOT3, "weapons/glock18-2.wav", m_event, 20 );
  26. Shots++;
  27. if( Shots < 3 && m_iClip != 0 )
  28. {
  29. SetThink( &Cglock18::BrustAttack );
  30. pev->nextthink = gpGlobals->time + 0.085;
  31. }
  32. else
  33. SetThink( NULL );
  34. }
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