//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #include "cbase.h" #include "weapon_sdkbase.h" #include "sdk_weapon_melee.h" #if defined( CLIENT_DLL ) #define CWeaponCrowbar C_WeaponCrowbar #include "c_sdk_player.h" #else #include "sdk_player.h" #endif class CWeaponCrowbar : public CWeaponSDKMelee { public: DECLARE_CLASS( CWeaponCrowbar, CWeaponSDKMelee ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponCrowbar(); virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_CROWBAR; } virtual float GetRange( void ) { return 64.0f; } //Tony; let the crowbar swing further. virtual bool CanWeaponBeDropped() const { return false; } private: CWeaponCrowbar( const CWeaponCrowbar & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar ) BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponCrowbar ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar ); PRECACHE_WEAPON_REGISTER( weapon_crowbar ); CWeaponCrowbar::CWeaponCrowbar() { } //Tony; todo; add ACT_MP_PRONE* activities, so we have them. acttable_t CWeaponCrowbar::m_acttable[] = { { ACT_MP_STAND_IDLE, ACT_DOD_STAND_AIM_SPADE, false }, { ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_SPADE, false }, { ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_SPADE, false }, { ACT_MP_RUN, ACT_DOD_RUN_AIM_SPADE, false }, { ACT_MP_WALK, ACT_DOD_WALK_AIM_SPADE, false }, { ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_SPADE, false }, { ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_AIM_SPADE, false }, { ACT_SPRINT, ACT_DOD_SPRINT_AIM_SPADE, false }, { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false }, { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false }, { ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_SPADE, false }, }; IMPLEMENT_ACTTABLE( CWeaponCrowbar );