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80 lines
2.2 KiB
80 lines
2.2 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_sdkbase.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponPistol C_WeaponPistol |
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#include "c_sdk_player.h" |
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#else |
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#include "sdk_player.h" |
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#endif |
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class CWeaponPistol : public CWeaponSDKBase |
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{ |
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public: |
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DECLARE_CLASS( CWeaponPistol, CWeaponSDKBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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DECLARE_ACTTABLE(); |
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CWeaponPistol(); |
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virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_PISTOL; } |
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virtual int GetFireMode() const { return FM_SEMIAUTOMATIC; } |
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private: |
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CWeaponPistol( const CWeaponPistol & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol ) |
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BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponPistol ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); |
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PRECACHE_WEAPON_REGISTER( weapon_pistol ); |
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CWeaponPistol::CWeaponPistol() |
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{ |
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} |
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//Tony; todo; add ACT_MP_PRONE* activities, so we have them. |
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acttable_t CWeaponPistol::m_acttable[] = |
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{ |
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{ ACT_MP_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false }, |
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{ ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false }, |
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{ ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false }, |
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{ ACT_MP_RUN, ACT_DOD_RUN_AIM_PISTOL, false }, |
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{ ACT_MP_WALK, ACT_DOD_WALK_AIM_PISTOL, false }, |
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{ ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_PISTOL, false }, |
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{ ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, |
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false }, |
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{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false }, |
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{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false }, |
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{ ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false }, |
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{ ACT_MP_RELOAD_STAND, ACT_DOD_RELOAD_PISTOL, false }, |
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{ ACT_MP_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false }, |
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{ ACT_MP_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false }, |
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}; |
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IMPLEMENT_ACTTABLE( CWeaponPistol ); |
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