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79 lines
2.1 KiB
79 lines
2.1 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_sdkbase.h"
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#include "sdk_weapon_melee.h"
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#if defined( CLIENT_DLL )
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#define CWeaponCrowbar C_WeaponCrowbar
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#include "c_sdk_player.h"
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#else
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#include "sdk_player.h"
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#endif
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class CWeaponCrowbar : public CWeaponSDKMelee
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{
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public:
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DECLARE_CLASS( CWeaponCrowbar, CWeaponSDKMelee );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponCrowbar();
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virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_CROWBAR; }
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virtual float GetRange( void ) { return 64.0f; } //Tony; let the crowbar swing further.
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virtual bool CanWeaponBeDropped() const { return false; }
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private:
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CWeaponCrowbar( const CWeaponCrowbar & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar )
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BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponCrowbar )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
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PRECACHE_WEAPON_REGISTER( weapon_crowbar );
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CWeaponCrowbar::CWeaponCrowbar()
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{
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}
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//Tony; todo; add ACT_MP_PRONE* activities, so we have them.
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acttable_t CWeaponCrowbar::m_acttable[] =
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{
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{ ACT_MP_STAND_IDLE, ACT_DOD_STAND_AIM_SPADE, false },
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{ ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_SPADE, false },
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{ ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_SPADE, false },
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{ ACT_MP_RUN, ACT_DOD_RUN_AIM_SPADE, false },
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{ ACT_MP_WALK, ACT_DOD_WALK_AIM_SPADE, false },
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{ ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_SPADE, false },
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{ ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_AIM_SPADE, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_AIM_SPADE, false },
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{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false },
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{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false },
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{ ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_SPADE, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponCrowbar );
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