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