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115 lines
3.0 KiB
115 lines
3.0 KiB
//========= 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 CWeaponP38 C_WeaponP38 |
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#endif |
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class CWeaponP38 : public CDODSemiAutoWeapon |
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{ |
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public: |
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DECLARE_CLASS( CWeaponP38, CDODSemiAutoWeapon ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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DECLARE_ACTTABLE(); |
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CWeaponP38() {} |
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_P38; } |
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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 float GetRecoil( void ) { return 1.4f; } |
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private: |
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CWeaponP38( const CWeaponP38 & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP38, DT_WeaponP38 ) |
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BEGIN_NETWORK_TABLE( CWeaponP38, DT_WeaponP38 ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponP38 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_p38, CWeaponP38 ); |
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PRECACHE_WEAPON_REGISTER( weapon_p38 ); |
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acttable_t CWeaponP38::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( CWeaponP38 ); |
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Activity CWeaponP38::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 CWeaponP38::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 CWeaponP38::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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} |