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Searched refs:pCurrentWeapon (Results 1 – 2 of 2) sorted by relevance

/dports/games/shootingstar/shootingstar-1.2.0/src/game/
H A DcSoldier.cpp126 if ( pCurrentWeapon != NULL ) in PullTrigger()
127 pCurrentWeapon->PullTrigger (); in PullTrigger()
134 if ( pCurrentWeapon != NULL ) in ReleaseTrigger()
135 pCurrentWeapon->ReleaseTrigger (); in ReleaseTrigger()
250 if ( pCurrentWeapon != NULL ) in Update()
293 if ( pCurrentWeapon != NULL ) in NextWeapon()
301 if ( pCurrentWeapon != NULL ) in NextWeapon()
302 pCurrentWeapon->SetActive (true); in NextWeapon()
334 if ( pCurrentWeapon != NULL ) in PreviousWeapon()
342 if ( pCurrentWeapon != NULL ) in PreviousWeapon()
[all …]
H A DcPlayer.cpp91 cWeapon *pCurrentWeapon = GetCurrentWeapon (); in Render() local
92 if ( pCurrentWeapon != NULL ) in Render()
95 if ( pCurrentWeapon->GetState () == cWeapon::State_Reloading ) in Render()
97 status = pCurrentWeapon->GetReloadStatus (); in Render()
102 status = pCurrentWeapon->GetClipStatus (); in Render()
204 cWeapon *pCurrentWeapon = GetCurrentWeapon (); in OnLevelChanged() local
205 if ( pCurrentWeapon != NULL ) in OnLevelChanged()
206 pCurrentWeapon->SetActive (true); in OnLevelChanged()