mirror of
https://github.com/unknownworlds/NS.git
synced 2024-12-23 02:41:26 +00:00
289 lines
16 KiB
C++
289 lines
16 KiB
C++
|
/***
|
||
|
*
|
||
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||
|
*
|
||
|
* This product contains software technology licensed from Id
|
||
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||
|
* All Rights Reserved.
|
||
|
*
|
||
|
* Use, distribution, and modification of this source code and/or resulting
|
||
|
* object code is restricted to non-commercial enhancements to products from
|
||
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
||
|
* without written permission from Valve LLC.
|
||
|
*
|
||
|
****/
|
||
|
|
||
|
/*
|
||
|
==========================
|
||
|
This file contains "stubs" of class member implementations so that we can predict certain
|
||
|
weapons client side. From time to time you might find that you need to implement part of the
|
||
|
these functions. If so, cut it from here, paste it in hl_weapons.cpp or somewhere else and
|
||
|
add in the functionality you need.
|
||
|
==========================
|
||
|
*/
|
||
|
#include "dlls/extdll.h"
|
||
|
#include "dlls/util.h"
|
||
|
#include "dlls/cbase.h"
|
||
|
#include "dlls/player.h"
|
||
|
#include "dlls/weapons.h"
|
||
|
#include "dlls/nodes.h"
|
||
|
#include "dlls/soundent.h"
|
||
|
#include "dlls/skill.h"
|
||
|
|
||
|
// Globals used by game logic
|
||
|
const Vector g_vecZero = Vector( 0, 0, 0 );
|
||
|
enginefuncs_t g_engfuncs;
|
||
|
globalvars_t *gpGlobals;
|
||
|
|
||
|
ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
|
||
|
|
||
|
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch) { }
|
||
|
|
||
|
// CBaseEntity Stubs
|
||
|
int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { return 1; }
|
||
|
int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { return 1; }
|
||
|
CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; }
|
||
|
int CBaseEntity::Save( CSave &save ) { return 1; }
|
||
|
int CBaseEntity::Restore( CRestore &restore ) { return 1; }
|
||
|
void CBaseEntity::SetObjectCollisionBox( void ) { }
|
||
|
int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; }
|
||
|
void CBaseEntity :: MakeDormant( void ) { }
|
||
|
int CBaseEntity :: IsDormant( void ) { return 0; }
|
||
|
BOOL CBaseEntity :: IsInWorld( void ) { return TRUE; }
|
||
|
int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; }
|
||
|
int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; }
|
||
|
CBaseEntity * CBaseEntity::Create( const char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; }
|
||
|
void CBaseEntity::SUB_Remove( void ) { }
|
||
|
void CBaseEntity::AddChecksum(Checksum& inChecksum) {}
|
||
|
void CBaseEntity::UpdateOnRemove() {}
|
||
|
|
||
|
// CBaseDelay Stubs
|
||
|
void CBaseDelay :: KeyValue( struct KeyValueData_s * ) { }
|
||
|
int CBaseDelay::Restore( class CRestore & ) { return 1; }
|
||
|
int CBaseDelay::Save( class CSave & ) { return 1; }
|
||
|
|
||
|
// CBaseAnimating Stubs
|
||
|
int CBaseAnimating::Restore( class CRestore & ) { return 1; }
|
||
|
int CBaseAnimating::Save( class CSave & ) { return 1; }
|
||
|
|
||
|
// DEBUG Stubs
|
||
|
edict_t *DBG_EntOfVars( const entvars_t *pev ) { return NULL; }
|
||
|
|
||
|
// UTIL_* Stubs
|
||
|
void UTIL_PrecacheOther( const char *szClassname ) { }
|
||
|
void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount ) { }
|
||
|
void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) { }
|
||
|
void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) { }
|
||
|
void UTIL_MakeVectors( const Vector &vecAngles ) { }
|
||
|
BOOL UTIL_IsValidEntity( edict_t *pent ) { return TRUE; }
|
||
|
void UTIL_SetOrigin( entvars_t *, const Vector &org ) { }
|
||
|
BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { return TRUE; }
|
||
|
void UTIL_LogPrintf(char *,...) { }
|
||
|
void UTIL_ClientPrintAll( int,char const *,char const *,char const *,char const *,char const *) { }
|
||
|
void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 ) { }
|
||
|
|
||
|
// CBaseToggle Stubs
|
||
|
int CBaseToggle::Restore( class CRestore & ) { return 1; }
|
||
|
int CBaseToggle::Save( class CSave & ) { return 1; }
|
||
|
void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { }
|
||
|
void CBaseToggle::SaveDataForReset() {}
|
||
|
void CBaseToggle::ResetEntity() {}
|
||
|
|
||
|
// CGrenade Stubs
|
||
|
void CGrenade::BounceSound( void ) { }
|
||
|
void CGrenade::Explode( Vector, Vector ) { }
|
||
|
void CGrenade::Explode( TraceResult *, int ) { }
|
||
|
void CGrenade::Killed( entvars_t *, int ) { }
|
||
|
void CGrenade::Spawn( void ) { }
|
||
|
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ){ return 0; }
|
||
|
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ){ return 0; }
|
||
|
void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){ }
|
||
|
|
||
|
void UTIL_Remove( CBaseEntity *pEntity ){ }
|
||
|
struct skilldata_t gSkillData;
|
||
|
void UTIL_SetSize( entvars_t *pev, const Vector &vecMin, const Vector &vecMax ){ }
|
||
|
CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ){ return 0;}
|
||
|
|
||
|
Vector UTIL_VecToAngles( const Vector &vec ){ return 0; }
|
||
|
CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate ) { return 0; }
|
||
|
void CBeam::PointEntInit( const Vector &start, int endIndex ) { }
|
||
|
CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { return NULL; }
|
||
|
void CSprite::Expand( float scaleSpeed, float fadeSpeed ) { }
|
||
|
|
||
|
|
||
|
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, float& ioDamage, int iDmgType ) { return NULL; }
|
||
|
int CBaseMonster::GetHull() const { return head_hull; }
|
||
|
void CBaseMonster :: Look ( int iDistance ) { }
|
||
|
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
|
||
|
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
|
||
|
CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; }
|
||
|
BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; }
|
||
|
BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; }
|
||
|
BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; }
|
||
|
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; }
|
||
|
void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
|
||
|
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
|
||
|
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
|
||
|
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
|
||
|
int CBaseAnimating :: LookupSequence ( const char *label, int queue ) { return 0; }
|
||
|
void CBaseAnimating :: ResetSequenceInfo ( ) { }
|
||
|
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
|
||
|
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
|
||
|
float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { return 0.0; }
|
||
|
void CBaseAnimating :: InitBoneControllers ( void ) { }
|
||
|
float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { return 0; }
|
||
|
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles ) { }
|
||
|
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles ) { }
|
||
|
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { return -1; }
|
||
|
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { }
|
||
|
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { }
|
||
|
int CBaseAnimating :: GetBodygroup( int iGroup ) { return 0; }
|
||
|
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||
|
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int inDamageType ) { }
|
||
|
void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
|
||
|
void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { }
|
||
|
void CBaseMonster::ReportAIState( void ) { }
|
||
|
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
|
||
|
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
|
||
|
void CBaseMonster::CorpseFallThink( void ) { }
|
||
|
void CBaseMonster :: MonsterInitDead( void ) { }
|
||
|
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||
|
BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; }
|
||
|
void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||
|
void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||
|
void CBaseMonster::FadeMonster( void ) { }
|
||
|
void CBaseMonster :: GibMonster( void ) { }
|
||
|
BOOL CBaseMonster :: HasHumanGibs( void ) { return FALSE; }
|
||
|
BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; }
|
||
|
Activity CBaseMonster :: GetDeathActivity ( void ) { return ACT_DIE_HEADSHOT; }
|
||
|
void CBaseMonster::BecomeDead( void ) {}
|
||
|
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) {}
|
||
|
int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; }
|
||
|
int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||
|
|
||
|
int TrainSpeed(int iSpeed, int iMax) { return 0; }
|
||
|
void CBasePlayer :: DeathSound( void ) { }
|
||
|
int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return 0; }
|
||
|
void CBasePlayer :: TabulateAmmo() { }
|
||
|
void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||
|
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||
|
void CBasePlayer::PackDeadPlayerItems( void ) { }
|
||
|
void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { }
|
||
|
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { }
|
||
|
void CBasePlayer::WaterMove() { }
|
||
|
void CBasePlayer :: InitPlayerFromSpawn(edict_t* inSpawn) {}
|
||
|
BOOL CBasePlayer::IsOnLadder( void ) { return FALSE; }
|
||
|
BOOL CBasePlayer::IsAlive() const { return FALSE; }
|
||
|
BOOL CBasePlayer::IsAlive(bool) const { return FALSE; }
|
||
|
void CBasePlayer::PlayerDeathThink(void) { }
|
||
|
void CBasePlayer::StartDeathCam( void ) { }
|
||
|
void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle ) { }
|
||
|
void CBasePlayer::StopObserver() { }
|
||
|
void CBasePlayer::PlayerUse ( void ) { }
|
||
|
void CBasePlayer::Jump() { }
|
||
|
void CBasePlayer::Duck( ) { }
|
||
|
int CBasePlayer::Classify ( void ) { return 0; }
|
||
|
void CBasePlayer::PreThink(void) { }
|
||
|
void CBasePlayer::CheckTimeBasedDamage() { }
|
||
|
void CBasePlayer :: UpdateGeigerCounter( void ) { }
|
||
|
void CBasePlayer::CheckSuitUpdate() { }
|
||
|
void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) { }
|
||
|
void CBasePlayer :: UpdatePlayerSound ( void ) { }
|
||
|
void CBasePlayer::PostThink() { }
|
||
|
void CBasePlayer::EffectivePlayerClassChanged() {}
|
||
|
void CBasePlayer::NeedsTeamUpdate() {}
|
||
|
void CBasePlayer::SendTeamUpdate() {}
|
||
|
void CBasePlayer::Suicide() {}
|
||
|
void CBasePlayer :: Precache( void ) { }
|
||
|
int CBasePlayer::Save( CSave &save ) { return 0; }
|
||
|
void CBasePlayer::RenewItems(void) { }
|
||
|
int CBasePlayer::Restore( CRestore &restore ) { return 0; }
|
||
|
void CBasePlayer::SelectNextItem( int iItem ) { }
|
||
|
BOOL CBasePlayer::HasWeapons( void ) { return FALSE; }
|
||
|
void CBasePlayer::SelectPrevItem( int iItem ) { }
|
||
|
CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { return NULL; }
|
||
|
void CBasePlayer::ForceClientDllUpdate( void ) { }
|
||
|
void CBasePlayer::ImpulseCommands( ) { }
|
||
|
void CBasePlayer::CheatImpulseCommands( int iImpulse ) { }
|
||
|
int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
|
||
|
int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
|
||
|
void CBasePlayer::ItemPreFrame() { }
|
||
|
void CBasePlayer::ItemPostFrame() { }
|
||
|
int CBasePlayer::AmmoInventory( int iAmmoIndex ) { return -1; }
|
||
|
int CBasePlayer::GetAmmoIndex(const char *psz) { return -1; }
|
||
|
int CBasePlayer::GetMaxWalkSpeed() const { return 220; }
|
||
|
void CBasePlayer::SendAmmoUpdate(void) { }
|
||
|
void CBasePlayer::SendWeaponUpdate() {}
|
||
|
void CBasePlayer :: UpdateClientData( void ) { }
|
||
|
BOOL CBasePlayer :: FBecomeProne ( void ) { return TRUE; }
|
||
|
void CBasePlayer :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
|
||
|
void CBasePlayer :: BarnacleVictimReleased ( void ) { }
|
||
|
int CBasePlayer :: Illumination( void ) { return 0; }
|
||
|
void CBasePlayer :: EnableControl(BOOL fControl) { }
|
||
|
Vector CBasePlayer :: GetAutoaimVector( float flDelta ) { return g_vecZero; }
|
||
|
Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { return g_vecZero; }
|
||
|
void CBasePlayer :: ResetAutoaim( ) { }
|
||
|
void CBasePlayer :: SetCustomDecalFrames( int nFrames ) { }
|
||
|
int CBasePlayer :: GetCustomDecalFrames( void ) { return -1; }
|
||
|
void CBasePlayer::DropPlayerItem ( char *pszItemName ) { }
|
||
|
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; }
|
||
|
BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; }
|
||
|
Vector CBasePlayer :: GetGunPosition( void ) { return g_vecZero; }
|
||
|
char *CBasePlayer::TeamID( void ) { return ""; }
|
||
|
void CBasePlayer::SetTeamID(const char* inTeamID) {};
|
||
|
int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) { return 0; }
|
||
|
void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { }
|
||
|
void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { }
|
||
|
void CBasePlayer::GiveNamedItem(const char* szName, bool inSendMessage) { }
|
||
|
|
||
|
void ClearMultiDamage(void) { }
|
||
|
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) { }
|
||
|
void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { }
|
||
|
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { }
|
||
|
int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { return 0; }
|
||
|
void DecalGunshot( TraceResult *pTrace, int iBulletType ) { }
|
||
|
void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { }
|
||
|
void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { }
|
||
|
|
||
|
BOOL CBasePlayerItem::CanDeploy( void ) { return TRUE; }
|
||
|
BOOL CBasePlayerItem::CanHolster( void ) { return TRUE; }
|
||
|
BOOL CBasePlayerItem::Deploy( ) { return TRUE; }
|
||
|
BOOL CBasePlayerItem::IsUseable( void ) { return TRUE; }
|
||
|
void CBasePlayerItem::Spawn() {}
|
||
|
|
||
|
int CBasePlayerItem::Restore( class CRestore & ) { return 1; }
|
||
|
int CBasePlayerItem::Save( class CSave & ) { return 1; }
|
||
|
int CBasePlayerWeapon::Restore( class CRestore & ) { return 1; }
|
||
|
int CBasePlayerWeapon::Save( class CSave & ) { return 1; }
|
||
|
void CBasePlayerItem :: SetObjectCollisionBox( void ) { }
|
||
|
void CBasePlayerItem :: FallInit( void ) { }
|
||
|
void CBasePlayerItem::FallThink ( void ) { }
|
||
|
void CBasePlayerItem::Materialize( void ) { }
|
||
|
void CBasePlayerItem::AttemptToMaterialize( void ) { }
|
||
|
void CBasePlayerItem :: CheckRespawn ( void ) { }
|
||
|
CBaseEntity* CBasePlayerItem::Respawn( void ) { return NULL; }
|
||
|
void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { }
|
||
|
void CBasePlayerItem::DestroyItem( void ) { }
|
||
|
void CBasePlayerItem::VirtualDestroyItem( void ) { }
|
||
|
int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { return TRUE; }
|
||
|
void CBasePlayerItem::Drop( void ) { }
|
||
|
void CBasePlayerItem::Kill( void ) { }
|
||
|
void CBasePlayerItem::Holster( int skiplocal ) { }
|
||
|
void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { }
|
||
|
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { return 0; }
|
||
|
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { return FALSE; }
|
||
|
int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
|
||
|
BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { return TRUE; }
|
||
|
BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) { return TRUE; }
|
||
|
BOOL CBasePlayerWeapon :: IsUseable( void ) { return TRUE; }
|
||
|
int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return -1; }
|
||
|
int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; }
|
||
|
void CBasePlayerAmmo::Spawn( void ) { }
|
||
|
CBaseEntity* CBasePlayerAmmo::Respawn( void ) { return this; }
|
||
|
void CBasePlayerAmmo::Materialize( void ) { }
|
||
|
void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) { }
|
||
|
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||
|
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||
|
void CBasePlayerWeapon::RetireWeapon( void ) { }
|
||
|
void CSoundEnt::InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {}
|
||
|
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){}
|