| 393 | } |
| 394 | |
| 395 | bool CShootingObject::SendHitAllowed(CObject* pUser) |
| 396 | { |
| 397 | if (Game().IsServerControlHits()) |
| 398 | return true; |
| 399 | |
| 400 | { |
| 401 | if (pUser->CLS_ID == CLSID_OBJECT_ACTOR) |
| 402 | { |
| 403 | if (Level().CurrentControlEntity() != pUser) |
| 404 | { |
| 405 | return false; |
| 406 | } |
| 407 | } |
| 408 | return true; |
| 409 | } |
| 410 | }; |
| 411 | |
| 412 | void CShootingObject::FireBullet(const Fvector& pos, const Fvector& shot_dir, float fire_disp, const CCartridge& cartridge, u16 parent_id, u16 weapon_id, bool send_hit) |
| 413 | { |
nothing calls this directly
no test coverage detected