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if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) &&
(m_flNextPrimaryAttack <=
gpGlobals->curtime))
{
// Clip empty? Or out of ammo on a no-clip weapon?
if ( !IsMeleeWeapon() &&
(( UsesClipsForAmmo1() && m_iClip1 <= 0) || (
!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
{
HandleFireOnEmpty();
}
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater ==
false)
{
PrecacheScriptSound( "Water.Spark" );
EmitSound( "Water.Spark" );
#ifdef HL2
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if(pPlayer->IsAlive())
{
pPlayer->m_iHealth = 0;
pPlayer->Event_Killed( CTakeDamageInfo( pPlayer,
pPlayer, 0, DMG_NEVERGIB ) );
pPlayer->Event_Dying();
}
#endif
That's in "basecombatweapon_shared.cpp" and it doesn't seem to be working; it's
ment to
play a sound and then kill the plater if they fire a gun under water.
Any idea why?
Thanks;
Yanii
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