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-rw-r--r--game/shared/dod/weapon_colt.cpp128
1 files changed, 128 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_colt.cpp b/game/shared/dod/weapon_colt.cpp
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+++ b/game/shared/dod/weapon_colt.cpp
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+//========= 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;
+} \ No newline at end of file