diff options
Diffstat (limited to 'game/shared/dod/weapon_riflegrenade_us.cpp')
| -rw-r--r-- | game/shared/dod/weapon_riflegrenade_us.cpp | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_riflegrenade_us.cpp b/game/shared/dod/weapon_riflegrenade_us.cpp new file mode 100644 index 0000000..db152d0 --- /dev/null +++ b/game/shared/dod/weapon_riflegrenade_us.cpp @@ -0,0 +1,91 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_riflegrenade.h" + +#if defined( CLIENT_DLL ) + + #include "c_dod_player.h" + #define CWeaponRifleGrenadeUS C_WeaponRifleGrenadeUS + +#else + + #include "dod_riflegrenade_us.h" + #include "dod_player.h" + +#endif + +class CWeaponRifleGrenadeUS : public CWeaponBaseRifleGrenade +{ +public: + DECLARE_CLASS( CWeaponRifleGrenadeUS, CWeaponBaseRifleGrenade ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + DECLARE_ACTTABLE(); + + CWeaponRifleGrenadeUS() {} + + virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_RIFLEGREN_US; } + +#ifndef CLIENT_DLL + virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH ) + { + CDODRifleGrenadeUS::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() ); + } +#endif + + virtual const char *GetCompanionWeaponName( void ) + { + return "weapon_garand"; + } + +private: + CWeaponRifleGrenadeUS( const CWeaponRifleGrenadeUS & ); +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRifleGrenadeUS, DT_WeaponRifleGrenadeUS ) + +BEGIN_NETWORK_TABLE( CWeaponRifleGrenadeUS, DT_WeaponRifleGrenadeUS ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponRifleGrenadeUS ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_riflegren_us, CWeaponRifleGrenadeUS ); +PRECACHE_WEAPON_REGISTER( weapon_riflegren_us ); + +acttable_t CWeaponRifleGrenadeUS::m_acttable[] = +{ + { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false }, + { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false }, + { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false }, + { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false }, + { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false }, + { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false }, + { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false }, + { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false }, + { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false }, + { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false }, + { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false }, + { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false }, + { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false }, + + // Attack ( prone? deployed? ) + { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false }, + { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false }, + { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false }, + + { ACT_RELOAD, ACT_DOD_RELOAD_RIFLEGRENADE, false }, + { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE, false }, + { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLEGRENADE, 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( CWeaponRifleGrenadeUS ); |