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84 lines
2.5 KiB
84 lines
2.5 KiB
3 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_dodfireselect.h"
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#if defined( CLIENT_DLL )
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#define CWeaponBAR C_WeaponBAR
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#endif
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class CWeaponBAR : public CDODFireSelectWeapon
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{
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public:
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DECLARE_CLASS( CWeaponBAR, CDODFireSelectWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponBAR() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAR; }
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// weapon id for stats purposes
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virtual DODWeaponID GetStatsWeaponID( void )
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{
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if ( IsSemiAuto() )
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return WEAPON_BAR_SEMIAUTO;
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else
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return WEAPON_BAR;
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}
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virtual float GetRecoil( void ) { return 5.0f; }
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private:
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CWeaponBAR( const CWeaponBAR & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBAR, DT_WeaponBAR )
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BEGIN_NETWORK_TABLE( CWeaponBAR, DT_WeaponBAR )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponBAR )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_bar, CWeaponBAR );
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PRECACHE_WEAPON_REGISTER( weapon_bar );
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acttable_t CWeaponBAR::m_acttable[] =
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{
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BAR, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BAR, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BAR, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BAR, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BAR, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAR, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAR, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAR, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAR, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAR, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAR, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAR, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAR, false },
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAR, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAR, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAR, false },
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{ ACT_RELOAD, ACT_DOD_RELOAD_BAR, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAR, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAR, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponBAR );
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