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-rw-r--r--game/shared/dod/weapon_riflegrenade_us.cpp91
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
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+++ b/game/shared/dod/weapon_riflegrenade_us.cpp
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+//========= 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 );