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92 lines
3.0 KiB
92 lines
3.0 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_riflegrenade.h"
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#if defined( CLIENT_DLL )
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#include "c_dod_player.h"
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#define CWeaponRifleGrenadeUS C_WeaponRifleGrenadeUS
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#else
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#include "dod_riflegrenade_us.h"
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#include "dod_player.h"
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#endif
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class CWeaponRifleGrenadeUS : public CWeaponBaseRifleGrenade
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{
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public:
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DECLARE_CLASS( CWeaponRifleGrenadeUS, CWeaponBaseRifleGrenade );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponRifleGrenadeUS() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_RIFLEGREN_US; }
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#ifndef CLIENT_DLL
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
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{
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CDODRifleGrenadeUS::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() );
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}
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#endif
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virtual const char *GetCompanionWeaponName( void )
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{
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return "weapon_garand";
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}
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private:
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CWeaponRifleGrenadeUS( const CWeaponRifleGrenadeUS & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRifleGrenadeUS, DT_WeaponRifleGrenadeUS )
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BEGIN_NETWORK_TABLE( CWeaponRifleGrenadeUS, DT_WeaponRifleGrenadeUS )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponRifleGrenadeUS )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_riflegren_us, CWeaponRifleGrenadeUS );
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PRECACHE_WEAPON_REGISTER( weapon_riflegren_us );
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acttable_t CWeaponRifleGrenadeUS::m_acttable[] =
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{
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false },
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// Attack ( prone? deployed? )
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false },
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{ ACT_RELOAD, ACT_DOD_RELOAD_RIFLEGRENADE, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLEGRENADE, 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( CWeaponRifleGrenadeUS );
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