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_dodsemiauto.h"
#if defined( CLIENT_DLL )
#define CWeaponColt C_WeaponColt
#endif
class CWeaponColt : public CDODSemiAutoWeapon
{
public:
DECLARE_CLASS( CWeaponColt, CDODSemiAutoWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponColt() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_COLT; }
virtual Activity GetIdleActivity( void );
virtual Activity GetPrimaryAttackActivity( void );
virtual Activity GetDrawActivity( void );
virtual Activity GetReloadActivity( void );
virtual float GetRecoil( void ) { return 1.4f; }
private:
CWeaponColt( const CWeaponColt & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponColt, DT_WeaponColt )
BEGIN_NETWORK_TABLE( CWeaponColt, DT_WeaponColt )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponColt )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_colt, CWeaponColt );
PRECACHE_WEAPON_REGISTER( weapon_colt );
acttable_t CWeaponColt::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_PISTOL, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_PISTOL, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_PISTOL, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_PISTOL, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_PISTOL, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_PISTOL, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_PISTOL, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_PISTOL, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_PISTOL, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_PISTOL, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_PISTOL, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false },
{ ACT_RELOAD, ACT_DOD_RELOAD_PISTOL, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_PISTOL, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_PISTOL, false },
};
IMPLEMENT_ACTTABLE( CWeaponColt );
Activity CWeaponColt::GetIdleActivity( void )
{
Activity actIdle;
if( m_iClip1 <= 0 )
actIdle = ACT_VM_IDLE_EMPTY;
else
actIdle = ACT_VM_IDLE;
return actIdle;
}
Activity CWeaponColt::GetPrimaryAttackActivity( void )
{
Activity actPrim;
if( m_iClip1 <= 0 )
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
else
actPrim = ACT_VM_PRIMARYATTACK;
return actPrim;
}
Activity CWeaponColt::GetDrawActivity( void )
{
Activity actDraw;
if( m_iClip1 <= 0 )
actDraw = ACT_VM_DRAW_EMPTY;
else
actDraw = ACT_VM_DRAW;
return actDraw;
}
Activity CWeaponColt::GetReloadActivity( void )
{
Activity actReload;
if( m_iClip1 <= 0 )
actReload = ACT_VM_RELOAD_EMPTY;
else
actReload = ACT_VM_RELOAD;
return actReload;
}