009
24.06.2001, 18:19
McMapper
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hups, öö naj bei mir hats auf jeden fall funktioniert, such doch mal in deiner mp.dll nach meinewaffe und schau wie oft sie vorkommt bei mir warens :F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(27):enum m14_e
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(29): m14_LONGIDLE = 0,
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(30): m14_IDLE1,
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(31): m14_LAUNCH,
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(32): m14_RELOAD,
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(33): m14_DEPLOY,
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(34): m14_FIRE1,
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(35): m14_FIRE2,
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(36): m14_FIRE3,
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(37): m14_HOLSTER1, // full
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(38): m14_HOLSTER2, // empty
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(44):class Cm14 : public CBasePlayerWeapon
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(63): unsigned short m_usm14;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(65):LINK_ENTITY_TO_CLASS( weapon_m14, Cm14 );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(68):void Cm14::Spawn( )
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(70): pev->classname = MAKE_STRING("weapon_m14"); // hack to allow for old names
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(73): m_iId = WEAPON_M14;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(75): m_iDefaultAmmo = M14_DEFAULT_GIVE;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(81):void Cm14::Precache( void )
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(99): PRECACHE_SOUND ("m14/m141.wav");
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(100): PRECACHE_SOUND ("m14/m142.wav");
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(104): m_usm14 = PRECACHE_EVENT( 1, "events/m14.sc" );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(107):int Cm14::GetItemInfo(ItemInfo *p)
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(110): p->pszAmmo1 = "m14";
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(111): p->iMaxAmmo1 = M14_MAX_CARRY;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(114): p->iMaxClip = M14_MAX_CLIP;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(118): p->iId = m_iId = WEAPON_M14;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(119): p->iWeight = M14_WEIGHT;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(124):int Cm14::AddToPlayer( CBasePlayer *pPlayer )
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(136):BOOL Cm14::Deploy( )
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(138): return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", m14_DEPLOY, "m14" );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(141):void Cm14::Holster( int skiplocal /* = 0 */ )
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(153): SendWeaponAnim( m14_HOLSTER1 );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(155): SendWeaponAnim( m14_HOLSTER2 );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(158):void Cm14::PrimaryAttack()
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(175): PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usm14 );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(192): m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector(0,0,0), 8192, BULLET_PLAYER_M14, 2 );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(200): m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_M14, 2 );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(214):void Cm14::SecondaryAttack()
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(242):void Cm14::Reload( void )
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(244): DefaultReload( M14_MAX_CLIP, m14_RELOAD, 1.5 );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(257):void Cm14::WeaponIdle( void )
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(270): iAnim = m14_LONGIDLE;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(275): iAnim = m14_IDLE1;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(286):class CM14AmmoClip : public CBasePlayerAmmo
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(301): int bResult = (pOther->GiveAmmo( AMMO_M14CLIP_GIVE, "m14",M14_MAX_CARRY) != -1);
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(309):LINK_ENTITY_TO_CLASS( ammo_m14clip, CM14AmmoClip
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(311):LINK_ENTITY_TO_CLASS( ammo_m14, CM14AmmoClip
F:\Editors\hl\sdk\SDK\SourceCode\dlls\M14.cpp(316):class CM14Chainammo : public CBasePlayerAmmo
F:\Editors\hl\sdk\SDK\SourceCode\dlls\game.cpp(304)://M14
F:\Editors\hl\sdk\SDK\SourceCode\dlls\game.cpp(305):cvar_t sk_plr_m141 = {"sk_plr_m141","1"};
F:\Editors\hl\sdk\SDK\SourceCode\dlls\game.cpp(306):cvar_t sk_plr_m142 = {"sk_plr_m142","1"};
F:\Editors\hl\sdk\SDK\SourceCode\dlls\game.cpp(307):cvar_t sk_plr_m143 = {"sk_plr_m143","1"};
F:\Editors\hl\sdk\SDK\SourceCode\dlls\game.cpp(745): //M14
F:\Editors\hl\sdk\SDK\SourceCode\dlls\game.cpp(746): CVAR_REGISTER ( &sk_plr_m141 );// {"sk_plr_m141","0"};
F:\Editors\hl\sdk\SDK\SourceCode\dlls\game.cpp(747): CVAR_REGISTER ( &sk_plr_m142 );// {"sk_plr_m14","0"};
F:\Editors\hl\sdk\SDK\SourceCode\dlls\game.cpp(748): CVAR_REGISTER ( &sk_plr_m143 );// {"sk_plr_m14","0"};
F:\Editors\hl\sdk\SDK\SourceCode\dlls\gamerules.cpp(236): //M14
F:\Editors\hl\sdk\SDK\SourceCode\dlls\gamerules.cpp(237): gSkillData.plrDmgM14 = GetSkillCvar( "sk_plr_m14");
F:\Editors\hl\sdk\SDK\SourceCode\dlls\multiplay_gamerules.cpp(110): // M14 Round
F:\Editors\hl\sdk\SDK\SourceCode\dlls\multiplay_gamerules.cpp(111): gSkillData.plrDmgM14 = 25;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\player.cpp(3722): GiveNamedItem( "weapon_M14" );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\player.cpp(3736): GiveNamedItem( "weapon_m14" );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\skill.h(111): float plrDmgM14;
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.cpp(178): case BULLET_PLAYER_M14:
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.cpp(338): //m14
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.cpp(339): UTIL_PrecacheOtherWeapon( "weapon_m14" );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.cpp(340): UTIL_PrecacheOther( "ammo_m14" );
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.h(80):#define WEAPON_M14 16
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.h(107):#define M14_WEIGHT 17
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.h(123):#define M14_MAX_CARRY 300
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.h(143):#define M14_MAX_CLIP 75
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.h(161):#define M14_DEFAULT_GIVE 100
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.h(175):#define AMMO_M14CLIP_GIVE M14_MAX_CLIP
F:\Editors\hl\sdk\SDK\SourceCode\dlls\weapons.h(183): BULLET_PLAYER_M14, // mp5
Es wurde(n) 75 Übereinstimmung(en) gefunden.
naja vielleicht hilft dir das
/edit/
hab auch in der client.dll gesucht ich denke das hilft dir auch weiter :
Suchen nach "m14"...
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(54):void EV_FireM14( struct event_args_s *args );
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(271): case BULLET_PLAYER_M14:
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(315): case BULLET_PLAYER_M14:
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(393): case BULLET_PLAYER_M14:
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(722):void EV_FireM14( event_args_t *args )
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(749): gEngfuncs.pEventAPI->EV_WeaponAnimation( M14_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2 );
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(759): gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "m14/m141.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(762): gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "m14/m142.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(771): EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M14, 2, &tracerCount[idx-1] );
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.cpp(775): EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_M14, 2, &tracerCount[idx-1] );
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(13): BULLET_PLAYER_M14,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(58):enum m14_e
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(60): M14_LONGIDLE = 0,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(61): M14_IDLE1,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(62): M14_LAUNCH,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(63): M14_RELOAD,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(64): M14_DEPLOY,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(65): M14_FIRE1,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(66): M14_FIRE2,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\ev_hldm.h(67): M14_FIRE3,
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\hl\hl_events.cpp(27):void EV_FireM14( struct event_args_s *args );
F:\Editors\hl\sdk\Sdk\SourceCode\cl_dll\hl\hl_events.cpp(54): gEngfuncs.pfnHookEvent( "events/m14.sc", EV_FireM14 );
Es wurde(n) 22 Übereinstimmung(en) gefunden.
/Edit/
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