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.h"
#if defined( CLIENT_DLL )
#define CWeaponGreaseGun C_WeaponGreaseGun
#endif
class CWeaponGreaseGun : public CDODFullAutoWeapon
{
public:
DECLARE_CLASS( CWeaponGreaseGun, CDODFullAutoWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponGreaseGun() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GREASEGUN; }
private:
CWeaponGreaseGun( const CWeaponGreaseGun & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGreaseGun, DT_WeaponGreaseGun )
BEGIN_NETWORK_TABLE( CWeaponGreaseGun, DT_WeaponGreaseGun )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponGreaseGun )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_greasegun, CWeaponGreaseGun );
PRECACHE_WEAPON_REGISTER( weapon_greasegun );
acttable_t CWeaponGreaseGun::m_acttable[] =
{
// Aim
{ ACT_IDLE, ACT_DOD_STAND_AIM_GREASE, false },
{ ACT_CROUCHIDLE, ACT_DOD_CROUCH_AIM_GREASE, false },
{ ACT_RUN_CROUCH, ACT_DOD_CROUCHWALK_AIM_GREASE, false },
{ ACT_WALK, ACT_DOD_WALK_AIM_GREASE, false },
{ ACT_RUN, ACT_DOD_RUN_AIM_GREASE, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREASE, false },
// Attack ( prone? )
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREASE, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREASE, false },
// Reload ( prone? )
{ ACT_RELOAD, ACT_DOD_RELOAD_GREASEGUN, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_GREASEGUN, false },
};
IMPLEMENT_ACTTABLE( CWeaponGreaseGun );