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84 lines
2.5 KiB
84 lines
2.5 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_dodfireselect.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponBAR C_WeaponBAR |
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#endif |
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class CWeaponBAR : public CDODFireSelectWeapon |
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{ |
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public: |
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DECLARE_CLASS( CWeaponBAR, CDODFireSelectWeapon ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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DECLARE_ACTTABLE(); |
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CWeaponBAR() {} |
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAR; } |
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// weapon id for stats purposes |
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virtual DODWeaponID GetStatsWeaponID( void ) |
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{ |
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if ( IsSemiAuto() ) |
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return WEAPON_BAR_SEMIAUTO; |
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else |
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return WEAPON_BAR; |
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} |
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virtual float GetRecoil( void ) { return 5.0f; } |
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private: |
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CWeaponBAR( const CWeaponBAR & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBAR, DT_WeaponBAR ) |
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BEGIN_NETWORK_TABLE( CWeaponBAR, DT_WeaponBAR ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponBAR ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_bar, CWeaponBAR ); |
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PRECACHE_WEAPON_REGISTER( weapon_bar ); |
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acttable_t CWeaponBAR::m_acttable[] = |
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{ |
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BAR, false }, |
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BAR, false }, |
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BAR, false }, |
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BAR, false }, |
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BAR, false }, |
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAR, false }, |
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAR, false }, |
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAR, false }, |
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAR, false }, |
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAR, false }, |
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAR, false }, |
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAR, false }, |
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAR, false }, |
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAR, false }, |
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAR, false }, |
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAR, false }, |
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{ ACT_RELOAD, ACT_DOD_RELOAD_BAR, false }, |
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAR, false }, |
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAR, 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( CWeaponBAR ); |