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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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