Searched refs:pCurrentWeapon (Results 1 – 2 of 2) sorted by relevance
126 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 …]
91 cWeapon *pCurrentWeapon = GetCurrentWeapon (); in Render() local92 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() local205 if ( pCurrentWeapon != NULL ) in OnLevelChanged()206 pCurrentWeapon->SetActive (true); in OnLevelChanged()