LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return;
LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return;
LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return;
LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return;
LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return;
if (GetKeyState(F1)) {
if (EntityId ah_Trigger = ah_clientah_Actor->isTriggerID()) //LActor* GetActor
{
if (LActor* ah_Act = ah_GameFramework->GetActorSystem()->GetActor(ah_Trigger))
{
if (ah_GameFramework->GetGameRules()->SiftingOutMyTeam(ah_clientah_Actor->GetEntityId(), ah_Act->GetEntityId())) return;
if (CheckDead(ah_clientah_Actor, ah_Act)) return;
al_weaponClient->StartFire();
al_weaponClient->StopFire();
}
}
}