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-rw-r--r--game/shared/dod/weapon_bar.cpp84
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
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--- /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 ); \ No newline at end of file