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_riflegrenade.h"
#if defined( CLIENT_DLL )
#include "c_dod_player.h"
#define CWeaponRifleGrenadeGER C_WeaponRifleGrenadeGER
#else
#include "dod_riflegrenade_ger.h"
#include "dod_player.h"
#endif
class CWeaponRifleGrenadeGER : public CWeaponBaseRifleGrenade
{
public:
DECLARE_CLASS( CWeaponRifleGrenadeGER, CWeaponBaseRifleGrenade );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponRifleGrenadeGER() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_RIFLEGREN_GER; }
#ifndef CLIENT_DLL
virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
{
CDODRifleGrenadeGER::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() );
}
#endif
virtual const char *GetCompanionWeaponName( void )
{
return "weapon_k98";
}
private:
CWeaponRifleGrenadeGER( const CWeaponRifleGrenadeGER & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRifleGrenadeGER, DT_WeaponRifleGrenadeGER )
BEGIN_NETWORK_TABLE( CWeaponRifleGrenadeGER, DT_WeaponRifleGrenadeGER )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponRifleGrenadeGER )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_riflegren_ger, CWeaponRifleGrenadeGER );
PRECACHE_WEAPON_REGISTER( weapon_riflegren_ger );
acttable_t CWeaponRifleGrenadeGER::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( CWeaponRifleGrenadeGER );