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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/sdk/weapon_crowbar.cpp | |
| download | archived-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.cpp | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/game/shared/sdk/weapon_crowbar.cpp b/game/shared/sdk/weapon_crowbar.cpp new file mode 100644 index 0000000..2443cdd --- /dev/null +++ b/game/shared/sdk/weapon_crowbar.cpp @@ -0,0 +1,78 @@ +//========= 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 ); + |