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131 lines
3.2 KiB
131 lines
3.2 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_dodfullauto.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponC96 C_WeaponC96 |
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#endif |
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class CWeaponC96 : public CDODFullAutoWeapon |
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{ |
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public: |
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DECLARE_CLASS( CWeaponC96, CDODFullAutoWeapon ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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DECLARE_ACTTABLE(); |
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CWeaponC96() {} |
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_C96; } |
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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 Activity GetReloadActivity( void ); |
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virtual float GetRecoil( void ) { return 3.0f; } |
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private: |
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CWeaponC96( const CWeaponC96 & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponC96, DT_WeaponC96 ) |
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BEGIN_NETWORK_TABLE( CWeaponC96, DT_WeaponC96 ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponC96 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_c96, CWeaponC96 ); |
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PRECACHE_WEAPON_REGISTER( weapon_c96 ); |
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acttable_t CWeaponC96::m_acttable[] = |
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{ |
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_C96, false }, |
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_C96, false }, |
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_C96, false }, |
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_C96, false }, |
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_C96, false }, |
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_C96, false }, |
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_C96, false }, |
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_C96, false }, |
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_C96, false }, |
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_C96, false }, |
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_C96, false }, |
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_C96, false }, |
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_C96, false }, |
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// Attack ( prone? ) |
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_C96, false }, |
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_C96, false }, |
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_C96,false }, |
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// Reload ( prone? ) |
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{ ACT_RELOAD, ACT_DOD_RELOAD_C96, false }, |
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_C96, false }, |
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_C96, 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( CWeaponC96 ); |
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Activity CWeaponC96::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 CWeaponC96::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 CWeaponC96::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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} |
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Activity CWeaponC96::GetReloadActivity( void ) |
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{ |
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Activity actReload; |
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if( m_iClip1 <= 0 ) |
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actReload = ACT_VM_RELOAD_EMPTY; |
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else |
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actReload = ACT_VM_RELOAD; |
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return actReload; |
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} |