Signature
enum GamedllFunc_CBasePlayerWeapon
{
/*
* Description: -
* Return type: BOOL
* Params: (const this)
*/
RG_CBasePlayerWeapon_CanDeploy = BEGIN_FUNC_REGION(weapon),
/*
* Description: -
* Return type: BOOL
* Params: (const this, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
*/
RG_CBasePlayerWeapon_DefaultDeploy,
/*
* Description: -
* Return type: int
* Params: (const this, iClipSize, iAnim, Float:fDelay)
*/
RG_CBasePlayerWeapon_DefaultReload,
/*
* Description: -
* Return type: bool
* Params: (const this, iAnim, iStartAnim, Float:fDelay, Float:fStartDelay, const pszReloadSound1[], const pszReloadSound2[])
*/
RG_CBasePlayerWeapon_DefaultShotgunReload,
/*
* Description: Called every client frame (PlayerPostThink) for the player's active weapon
* Return type: void
* Params: (const this)
*/
RG_CBasePlayerWeapon_ItemPostFrame,
/*
* Description: Called whenever player fires a weapon and shakes player screen (punchangles altering)
* @note Weapons that use KickBack: AK47, AUG, FAMAS, GALIL, M249, M4A1, MAC10, MP5NAVY, P90, SG552, TMP, UMP45
* Return type: void
* Params: (const this, Float:up_base, Float:lateral_base, Float:up_modifier, Float:lateral_modifier, Float:p_max, Float:lateral_max, direction_change)
*/
RG_CBasePlayerWeapon_KickBack,
/*
* Description: Called whenever game sends an animation to his current holder (player)
* @note This is often called for all animations in exception of "fire" and "idle" sequences (both called via client prediction)
* Return type: void
* Params: (const this, iAnim, skiplocal)
*/
RG_CBasePlayerWeapon_SendWeaponAnim
};
Description
GamedllFunc CBasePlayer