sp/src/game/server/hl2/weapon_frag.cpp
bool CWeaponFrag::Reload( void )
{
	if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
	{
		//Redraw the weapon
		SendWeaponAnim( ACT_VM_DRAW );

		//Update our times
		m_flNextPrimaryAttack	= gpGlobals->curtime + SequenceDuration();
		m_flNextSecondaryAttack	= gpGlobals->curtime + SequenceDuration();
		m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();

		//Mark this as done
		m_bRedraw = false;
	}

	return true;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
Output : Returns true on success, false on failure.
Output : Returns true on success false on failure .
bool CWeaponFrag::Reload( void )
{
	if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
	{
		SendWeaponAnim( ACT_VM_DRAW );
		m_flNextPrimaryAttack	= gpGlobals->curtime + SequenceDuration();
		m_flNextSecondaryAttack	= gpGlobals->curtime + SequenceDuration();
		m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
		m_bRedraw = false;
	}
	return true;
}
bool CWeaponFrag :: Reload ( void ) { if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals -> curtime ) && ( m_flNextSecondaryAttack <= gpGlobals -> curtime ) ) { SendWeaponAnim ( ACT_VM_DRAW ) ; m_flNextPrimaryAttack = gpGlobals -> curtime + SequenceDuration ( ) ; m_flNextSecondaryAttack = gpGlobals -> curtime + SequenceDuration ( ) ; m_flTimeWeaponIdle = gpGlobals -> curtime + SequenceDuration ( ) ; m_bRedraw = false ; } return true ; }
Purpose:
Output : Returns true on success, false on failure.
Purpose : Output : Returns true on success false on failure .
//Redraw the weapon //Update our times //Mark this as done