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103 lines
3.2 KiB
103 lines
3.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_dodbaserpg.h"
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#ifndef CLIENT_DLL
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#include "rocket_pschreck.h"
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#endif
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#if defined( CLIENT_DLL )
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#define CWeaponPschreck C_WeaponPschreck
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#endif
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class CWeaponPschreck : public CDODBaseRocketWeapon
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{
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public:
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DECLARE_CLASS( CWeaponPschreck, CDODBaseRocketWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponPschreck() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_PSCHRECK; }
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virtual void FireRocket( void );
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private:
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CWeaponPschreck( const CWeaponPschreck & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPschreck, DT_WeaponPschreck )
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BEGIN_NETWORK_TABLE( CWeaponPschreck, DT_WeaponPschreck )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponPschreck )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_pschreck, CWeaponPschreck );
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PRECACHE_WEAPON_REGISTER( weapon_pschreck );
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acttable_t CWeaponPschreck::m_acttable[] =
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{
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_PSCHRECK, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_PSCHRECK, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_PSCHRECK, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PSCHRECK, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_PSCHRECK, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_PSCHRECK, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_PSCHRECK, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PSCHRECK, false },
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// Zoomed Aim
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{ ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_PSCHRECK, false },
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{ ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_PSCHRECK, false },
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{ ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK, false },
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{ ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_PSCHRECK, false },
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{ ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_PSCHRECK, false },
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{ ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK, false },
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// Attack ( must be zoomed )
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_PSCHRECK, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_PSCHRECK, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK, false },
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// Reload ( zoomed or not, prone or not )
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{ ACT_RELOAD, ACT_DOD_RELOAD_PSCHRECK, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PSCHRECK, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PSCHRECK, false },
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{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_ZOOMLOAD_PSCHRECK, false },
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{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_PSCHRECK, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_PSCHRECK, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponPschreck );
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void CWeaponPschreck::FireRocket( void )
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{
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#ifndef CLIENT_DLL
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CBasePlayer *pPlayer = GetPlayerOwner();
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#ifdef DBGFLAG_ASSERT
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CPschreckRocket *pRocket =
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#endif //DEBUG
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CPschreckRocket::Create( pPlayer->Weapon_ShootPosition(), pPlayer->GetAbsAngles(), pPlayer );
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Assert( pRocket );
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#endif
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}
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