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83 lines
2.9 KiB
83 lines
2.9 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_dodbasegrenade.h"
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#ifdef CLIENT_DLL
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#define CWeaponStickGrenade C_WeaponStickGrenade
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#else
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#include "dod_stickgrenade.h"
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#endif
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class CWeaponStickGrenade : public CWeaponDODBaseGrenade
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{
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public:
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DECLARE_CLASS( CWeaponStickGrenade, CWeaponDODBaseGrenade );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponStickGrenade() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_GER; }
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#ifndef CLIENT_DLL
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
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{
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// align the stickgrenade vertically and spin end over end
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QAngle vecNewAngles = QAngle(45,pPlayer->EyeAngles().y,0);
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AngularImpulse angNewImpulse = AngularImpulse( 0, 600, 0 );
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CDODStickGrenade::Create( vecSrc, vecNewAngles, vecVel, angNewImpulse, pPlayer, flLifeTime, GetWeaponID() );
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}
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#endif
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CWeaponStickGrenade( const CWeaponStickGrenade & ) {}
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponStickGrenade, DT_WeaponStickGrenade )
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BEGIN_NETWORK_TABLE(CWeaponStickGrenade, DT_WeaponStickGrenade)
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponStickGrenade )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_frag_ger, CWeaponStickGrenade );
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PRECACHE_WEAPON_REGISTER( weapon_frag_ger );
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acttable_t CWeaponStickGrenade::m_acttable[] =
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{
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// Move this out to the specific grenades???
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_GREN_STICK, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_GREN_STICK, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_GREN_STICK, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_GREN_STICK, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREN_STICK, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_GREN_STICK, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_GREN_STICK, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_GREN_STICK, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_GREN_STICK, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_GREN_STICK, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_AIM_GREN_STICK, false },
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREN_STICK, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponStickGrenade );
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