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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/dod/weapon_bar.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/dod/weapon_bar.cpp')
| -rw-r--r-- | game/shared/dod/weapon_bar.cpp | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_bar.cpp b/game/shared/dod/weapon_bar.cpp new file mode 100644 index 0000000..a8a3539 --- /dev/null +++ b/game/shared/dod/weapon_bar.cpp @@ -0,0 +1,84 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_dodfireselect.h" + +#if defined( CLIENT_DLL ) + + #define CWeaponBAR C_WeaponBAR + +#endif + + +class CWeaponBAR : public CDODFireSelectWeapon +{ +public: + DECLARE_CLASS( CWeaponBAR, CDODFireSelectWeapon ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + DECLARE_ACTTABLE(); + + CWeaponBAR() {} + + virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAR; } + + // weapon id for stats purposes + virtual DODWeaponID GetStatsWeaponID( void ) + { + if ( IsSemiAuto() ) + return WEAPON_BAR_SEMIAUTO; + else + return WEAPON_BAR; + } + + virtual float GetRecoil( void ) { return 5.0f; } + +private: + CWeaponBAR( const CWeaponBAR & ); +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBAR, DT_WeaponBAR ) + +BEGIN_NETWORK_TABLE( CWeaponBAR, DT_WeaponBAR ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponBAR ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_bar, CWeaponBAR ); +PRECACHE_WEAPON_REGISTER( weapon_bar ); + +acttable_t CWeaponBAR::m_acttable[] = +{ + { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BAR, false }, + { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BAR, false }, + { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BAR, false }, + { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BAR, false }, + { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BAR, false }, + { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAR, false }, + { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAR, false }, + { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAR, false }, + { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAR, false }, + { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAR, false }, + { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAR, false }, + { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAR, false }, + { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAR, false }, + + { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAR, false }, + { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAR, false }, + { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAR, false }, + + { ACT_RELOAD, ACT_DOD_RELOAD_BAR, false }, + { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAR, false }, + { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAR, 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( CWeaponBAR );
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