game/client/clientmode_shared.cpp
void ClientModeShared::OverrideMouseInput( float *x, float *y )
{
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	C_BaseCombatWeapon *pWeapon = pPlayer ? pPlayer->GetActiveWeapon() : NULL;;
	if ( pWeapon )
	{
		pWeapon->OverrideMouseInput( x, y );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Allow weapons to override mouse input (for binoculars)
//-----------------------------------------------------------------------------
Allow weapons to override mouse input (for binoculars)
Allow weapons to override mouse input ( for binoculars )
void ClientModeShared::OverrideMouseInput( float *x, float *y )
{
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	C_BaseCombatWeapon *pWeapon = pPlayer ? pPlayer->GetActiveWeapon() : NULL;;
	if ( pWeapon )
	{
		pWeapon->OverrideMouseInput( x, y );
	}
}
void ClientModeShared :: OverrideMouseInput ( float * x , float * y ) { C_BasePlayer * pPlayer = C_BasePlayer :: GetLocalPlayer ( ) ; C_BaseCombatWeapon * pWeapon = pPlayer ? pPlayer -> GetActiveWeapon ( ) : NULL ; ; if ( pWeapon ) { pWeapon -> OverrideMouseInput ( x , y ) ; } }
Purpose: Allow weapons to override mouse input (for binoculars)
Purpose : Allow weapons to override mouse input ( for binoculars )