You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
91 lines
3.0 KiB
91 lines
3.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
//=============================================================================// |
|
|
|
#include "cbase.h" |
|
#include "weapon_riflegrenade.h" |
|
|
|
#if defined( CLIENT_DLL ) |
|
|
|
#include "c_dod_player.h" |
|
#define CWeaponRifleGrenadeUS C_WeaponRifleGrenadeUS |
|
|
|
#else |
|
|
|
#include "dod_riflegrenade_us.h" |
|
#include "dod_player.h" |
|
|
|
#endif |
|
|
|
class CWeaponRifleGrenadeUS : public CWeaponBaseRifleGrenade |
|
{ |
|
public: |
|
DECLARE_CLASS( CWeaponRifleGrenadeUS, CWeaponBaseRifleGrenade ); |
|
DECLARE_NETWORKCLASS(); |
|
DECLARE_PREDICTABLE(); |
|
DECLARE_ACTTABLE(); |
|
|
|
CWeaponRifleGrenadeUS() {} |
|
|
|
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_RIFLEGREN_US; } |
|
|
|
#ifndef CLIENT_DLL |
|
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) |
|
{ |
|
CDODRifleGrenadeUS::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() ); |
|
} |
|
#endif |
|
|
|
virtual const char *GetCompanionWeaponName( void ) |
|
{ |
|
return "weapon_garand"; |
|
} |
|
|
|
private: |
|
CWeaponRifleGrenadeUS( const CWeaponRifleGrenadeUS & ); |
|
}; |
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRifleGrenadeUS, DT_WeaponRifleGrenadeUS ) |
|
|
|
BEGIN_NETWORK_TABLE( CWeaponRifleGrenadeUS, DT_WeaponRifleGrenadeUS ) |
|
END_NETWORK_TABLE() |
|
|
|
BEGIN_PREDICTION_DATA( CWeaponRifleGrenadeUS ) |
|
END_PREDICTION_DATA() |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_riflegren_us, CWeaponRifleGrenadeUS ); |
|
PRECACHE_WEAPON_REGISTER( weapon_riflegren_us ); |
|
|
|
acttable_t CWeaponRifleGrenadeUS::m_acttable[] = |
|
{ |
|
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false }, |
|
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false }, |
|
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false }, |
|
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false }, |
|
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false }, |
|
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false }, |
|
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false }, |
|
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false }, |
|
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false }, |
|
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false }, |
|
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false }, |
|
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false }, |
|
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false }, |
|
|
|
// Attack ( prone? deployed? ) |
|
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false }, |
|
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false }, |
|
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false }, |
|
|
|
{ ACT_RELOAD, ACT_DOD_RELOAD_RIFLEGRENADE, false }, |
|
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE, false }, |
|
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLEGRENADE, false }, |
|
|
|
// Hand Signals |
|
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false }, |
|
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false }, |
|
}; |
|
|
|
IMPLEMENT_ACTTABLE( CWeaponRifleGrenadeUS );
|
|
|