| 697 | } |
| 698 | |
| 699 | int CBot::GetShootDelay() |
| 700 | { |
| 701 | // UNDONE |
| 702 | return m_pMyEnt->gunwait[m_pMyEnt->gunselect]; |
| 703 | if ((WeaponInfoTable[m_pMyEnt->gunselect].eWeaponType == TYPE_MELEE) || |
| 704 | (WeaponInfoTable[m_pMyEnt->gunselect].eWeaponType == TYPE_AUTO)) |
| 705 | return m_pMyEnt->gunwait[m_pMyEnt->gunselect]; |
| 706 | |
| 707 | float flMinShootDelay = m_pBotSkill->flMinAttackDelay; |
| 708 | float flMaxShootDelay = m_pBotSkill->flMaxAttackDelay; |
| 709 | return max(m_pMyEnt->gunwait[m_pMyEnt->gunselect], int(RandomFloat(flMinShootDelay, flMaxShootDelay) * 1000.0f)); |
| 710 | } |
| 711 | |
| 712 | void CBot::CheckReload() // reload gun if no enemies are around |
| 713 | { |
nothing calls this directly
no test coverage detected