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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/sdk/weapon_crowbar.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/sdk/weapon_crowbar.cpp')
-rw-r--r--game/shared/sdk/weapon_crowbar.cpp78
1 files changed, 78 insertions, 0 deletions
diff --git a/game/shared/sdk/weapon_crowbar.cpp b/game/shared/sdk/weapon_crowbar.cpp
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+++ b/game/shared/sdk/weapon_crowbar.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=====================================================================================//
+
+#include "cbase.h"
+#include "weapon_sdkbase.h"
+#include "sdk_weapon_melee.h"
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponCrowbar C_WeaponCrowbar
+ #include "c_sdk_player.h"
+
+#else
+
+ #include "sdk_player.h"
+
+#endif
+
+
+class CWeaponCrowbar : public CWeaponSDKMelee
+{
+public:
+ DECLARE_CLASS( CWeaponCrowbar, CWeaponSDKMelee );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_ACTTABLE();
+
+ CWeaponCrowbar();
+
+ virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_CROWBAR; }
+ virtual float GetRange( void ) { return 64.0f; } //Tony; let the crowbar swing further.
+ virtual bool CanWeaponBeDropped() const { return false; }
+
+private:
+
+ CWeaponCrowbar( const CWeaponCrowbar & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar )
+
+BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponCrowbar )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
+PRECACHE_WEAPON_REGISTER( weapon_crowbar );
+
+
+
+CWeaponCrowbar::CWeaponCrowbar()
+{
+}
+
+//Tony; todo; add ACT_MP_PRONE* activities, so we have them.
+acttable_t CWeaponCrowbar::m_acttable[] =
+{
+ { ACT_MP_STAND_IDLE, ACT_DOD_STAND_AIM_SPADE, false },
+ { ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_SPADE, false },
+ { ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_SPADE, false },
+
+ { ACT_MP_RUN, ACT_DOD_RUN_AIM_SPADE, false },
+ { ACT_MP_WALK, ACT_DOD_WALK_AIM_SPADE, false },
+ { ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_SPADE, false },
+ { ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_AIM_SPADE, false },
+ { ACT_SPRINT, ACT_DOD_SPRINT_AIM_SPADE, false },
+
+ { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false },
+ { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false },
+ { ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_SPADE, false },
+};
+
+IMPLEMENT_ACTTABLE( CWeaponCrowbar );
+