sp/src/game/shared/hl2/weapon_css_base.cpp
void CBase_CSS_HL2_Pistol::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
	// Ensure we have enough rounds in the clip
	m_iClip1++;

	Vector vecShootOrigin, vecShootDir;
	QAngle	angShootDir;
	GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
	AngleVectors( angShootDir, &vecShootDir );
	FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}
//-----------------------------------------------------------------------------
// Purpose: Some things need this. (e.g. the new Force(X)Fire inputs or blindfire actbusy)
//-----------------------------------------------------------------------------
Some things need this. Fire inputs or blindfire actbusy)
Some things need this . Fire inputs or blindfire actbusy )
void CBase_CSS_HL2_Pistol::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
	m_iClip1++;
	Vector vecShootOrigin, vecShootDir;
	QAngle	angShootDir;
	GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
	AngleVectors( angShootDir, &vecShootDir );
	FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}
void CBase_CSS_HL2_Pistol :: Operator_ForceNPCFire ( CBaseCombatCharacter * pOperator , bool bSecondary ) { m_iClip1 ++ ; Vector vecShootOrigin , vecShootDir ; QAngle angShootDir ; GetAttachment ( LookupAttachment ( " " ) , vecShootOrigin , angShootDir ) ; AngleVectors ( angShootDir , & vecShootDir ) ; FireNPCPrimaryAttack ( pOperator , vecShootOrigin , vecShootDir ) ; }
Purpose: Some things need this.
Purpose : Some things need this .
// Ensure we have enough rounds in the clip