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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_colt.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_colt.cpp')
| -rw-r--r-- | game/shared/dod/weapon_colt.cpp | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_colt.cpp b/game/shared/dod/weapon_colt.cpp new file mode 100644 index 0000000..3715087 --- /dev/null +++ b/game/shared/dod/weapon_colt.cpp @@ -0,0 +1,128 @@ +//========= 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; +}
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