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91 lines
3.0 KiB
91 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_riflegrenade.h" |
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#if defined( CLIENT_DLL ) |
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#include "c_dod_player.h" |
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#define CWeaponRifleGrenadeGER C_WeaponRifleGrenadeGER |
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#else |
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#include "dod_riflegrenade_ger.h" |
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#include "dod_player.h" |
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#endif |
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class CWeaponRifleGrenadeGER : public CWeaponBaseRifleGrenade |
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{ |
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public: |
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DECLARE_CLASS( CWeaponRifleGrenadeGER, CWeaponBaseRifleGrenade ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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DECLARE_ACTTABLE(); |
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CWeaponRifleGrenadeGER() {} |
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_RIFLEGREN_GER; } |
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#ifndef CLIENT_DLL |
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) |
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{ |
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CDODRifleGrenadeGER::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() ); |
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} |
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#endif |
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virtual const char *GetCompanionWeaponName( void ) |
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{ |
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return "weapon_k98"; |
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} |
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private: |
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CWeaponRifleGrenadeGER( const CWeaponRifleGrenadeGER & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRifleGrenadeGER, DT_WeaponRifleGrenadeGER ) |
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BEGIN_NETWORK_TABLE( CWeaponRifleGrenadeGER, DT_WeaponRifleGrenadeGER ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponRifleGrenadeGER ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_riflegren_ger, CWeaponRifleGrenadeGER ); |
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PRECACHE_WEAPON_REGISTER( weapon_riflegren_ger ); |
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acttable_t CWeaponRifleGrenadeGER::m_acttable[] = |
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{ |
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false }, |
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false }, |
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false }, |
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false }, |
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false }, |
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false }, |
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false }, |
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false }, |
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false }, |
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false }, |
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false }, |
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false }, |
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false }, |
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// Attack ( prone? deployed? ) |
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false }, |
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false }, |
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false }, |
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{ ACT_RELOAD, ACT_DOD_RELOAD_RIFLEGRENADE, false }, |
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE, false }, |
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLEGRENADE, false }, |
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// Hand Signals |
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false }, |
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false }, |
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}; |
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IMPLEMENT_ACTTABLE( CWeaponRifleGrenadeGER );
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