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95 lines
2.9 KiB
95 lines
2.9 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_dodfullauto_punch.h"
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#if defined( CLIENT_DLL )
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#define CWeaponMP40 C_WeaponMP40
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#endif
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class CWeaponMP40 : public CDODFullAutoPunchWeapon
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{
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public:
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DECLARE_CLASS( CWeaponMP40, CDODFullAutoPunchWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponMP40() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MP40; }
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virtual DODWeaponID GetAltWeaponID( void ) const { return WEAPON_MP40_PUNCH; }
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virtual Activity GetIdleActivity( void );
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virtual float GetRecoil( void ) { return 2.2f; }
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private:
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CWeaponMP40( const CWeaponMP40 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP40, DT_WeaponMP40 )
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BEGIN_NETWORK_TABLE( CWeaponMP40, DT_WeaponMP40 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponMP40 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_mp40, CWeaponMP40 );
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PRECACHE_WEAPON_REGISTER( weapon_mp40 );
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acttable_t CWeaponMP40::m_acttable[] =
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{
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_MP40, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_MP40, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_MP40, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_MP40, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_MP40, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MP40, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_MP40, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_MP40, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_MP40, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_MP40, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_MP40, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_MP40, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_MP40, false },
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MP40, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_MP40, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MP40, false },
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{ ACT_RANGE_ATTACK2, ACT_DOD_SECONDARYATTACK_MP40, false },
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{ ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_SECONDARYATTACK_CROUCH_MP40,false },
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{ ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_SECONDARYATTACK_PRONE_MP40, false },
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{ ACT_RELOAD, ACT_DOD_RELOAD_MP40, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_MP40, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_MP40, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_MP44, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_MP44, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponMP40 );
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Activity CWeaponMP40::GetIdleActivity( void )
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{
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Activity actIdle;
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if( m_iClip1 < GetMaxClip1() )
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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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