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128 lines
3.3 KiB
128 lines
3.3 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_dodsemiauto.h"
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#if defined( CLIENT_DLL )
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#define CWeaponColt C_WeaponColt
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#endif
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class CWeaponColt : public CDODSemiAutoWeapon
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{
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public:
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DECLARE_CLASS( CWeaponColt, CDODSemiAutoWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponColt() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_COLT; }
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virtual Activity GetIdleActivity( void );
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virtual Activity GetPrimaryAttackActivity( void );
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virtual Activity GetDrawActivity( void );
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virtual Activity GetReloadActivity( void );
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virtual float GetRecoil( void ) { return 1.4f; }
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private:
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CWeaponColt( const CWeaponColt & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponColt, DT_WeaponColt )
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BEGIN_NETWORK_TABLE( CWeaponColt, DT_WeaponColt )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponColt )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_colt, CWeaponColt );
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PRECACHE_WEAPON_REGISTER( weapon_colt );
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acttable_t CWeaponColt::m_acttable[] =
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{
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_PISTOL, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_PISTOL, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_PISTOL, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_PISTOL, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_PISTOL, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_PISTOL, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_PISTOL, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_PISTOL, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_PISTOL, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false },
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_PISTOL, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_PISTOL, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false },
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{ ACT_RELOAD, ACT_DOD_RELOAD_PISTOL, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_PISTOL, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_PISTOL, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponColt );
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Activity CWeaponColt::GetIdleActivity( void )
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{
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Activity actIdle;
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if( m_iClip1 <= 0 )
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actIdle = ACT_VM_IDLE_EMPTY;
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else
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actIdle = ACT_VM_IDLE;
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return actIdle;
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}
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Activity CWeaponColt::GetPrimaryAttackActivity( void )
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{
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Activity actPrim;
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if( m_iClip1 <= 0 )
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actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
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else
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actPrim = ACT_VM_PRIMARYATTACK;
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return actPrim;
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}
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Activity CWeaponColt::GetDrawActivity( void )
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{
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Activity actDraw;
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if( m_iClip1 <= 0 )
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actDraw = ACT_VM_DRAW_EMPTY;
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else
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actDraw = ACT_VM_DRAW;
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return actDraw;
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}
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Activity CWeaponColt::GetReloadActivity( void )
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{
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Activity actReload;
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if( m_iClip1 <= 0 )
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actReload = ACT_VM_RELOAD_EMPTY;
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else
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actReload = ACT_VM_RELOAD;
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return actReload;
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}
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