Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodfullauto_punch.h"
#if defined( CLIENT_DLL )
#define CWeaponThompson C_WeaponThompson
#endif
class CWeaponThompson : public CDODFullAutoPunchWeapon
{
public:
DECLARE_CLASS( CWeaponThompson, CDODFullAutoPunchWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponThompson() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_THOMPSON; }
virtual DODWeaponID GetAltWeaponID( void ) const { return WEAPON_THOMPSON_PUNCH; }
virtual float GetRecoil( void ) { return 2.15f; }
private:
CWeaponThompson( const CWeaponThompson & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponThompson, DT_WeaponThompson )
BEGIN_NETWORK_TABLE( CWeaponThompson, DT_WeaponThompson )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponThompson )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_thompson, CWeaponThompson );
PRECACHE_WEAPON_REGISTER( weapon_thompson );
acttable_t CWeaponThompson::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_TOMMY, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_TOMMY, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_TOMMY, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_TOMMY, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_TOMMY, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_TOMMY, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_TOMMY, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_TOMMY, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_TOMMY, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_TOMMY, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_TOMMY, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_TOMMY, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_TOMMY, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_TOMMY, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_TOMMY, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_TOMMY, false },
{ ACT_RANGE_ATTACK2, ACT_DOD_SECONDARYATTACK_TOMMY, false },
{ ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY, false },
{ ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_SECONDARYATTACK_PRONE_TOMMY, false },
{ ACT_RELOAD, ACT_DOD_RELOAD_TOMMY, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_TOMMY, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_TOMMY, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_TOMMY, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_TOMMY, false },
};
IMPLEMENT_ACTTABLE( CWeaponThompson );