Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodfireselect.h"
#if defined( CLIENT_DLL )
#define CWeaponBAR C_WeaponBAR
#endif
class CWeaponBAR : public CDODFireSelectWeapon
{
public:
DECLARE_CLASS( CWeaponBAR, CDODFireSelectWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponBAR() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAR; }
// weapon id for stats purposes
virtual DODWeaponID GetStatsWeaponID( void )
{
if ( IsSemiAuto() )
return WEAPON_BAR_SEMIAUTO;
else
return WEAPON_BAR;
}
virtual float GetRecoil( void ) { return 5.0f; }
private:
CWeaponBAR( const CWeaponBAR & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBAR, DT_WeaponBAR )
BEGIN_NETWORK_TABLE( CWeaponBAR, DT_WeaponBAR )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponBAR )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_bar, CWeaponBAR );
PRECACHE_WEAPON_REGISTER( weapon_bar );
acttable_t CWeaponBAR::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BAR, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BAR, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BAR, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BAR, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BAR, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAR, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAR, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAR, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAR, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAR, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAR, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAR, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAR, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAR, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAR, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAR, false },
{ ACT_RELOAD, ACT_DOD_RELOAD_BAR, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAR, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAR, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false },
};
IMPLEMENT_ACTTABLE( CWeaponBAR );