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Diffstat (limited to 'game/shared/dod/weapon_stickgrenade.cpp')
-rw-r--r--game/shared/dod/weapon_stickgrenade.cpp82
1 files changed, 82 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_stickgrenade.cpp b/game/shared/dod/weapon_stickgrenade.cpp
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+++ b/game/shared/dod/weapon_stickgrenade.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_dodbasegrenade.h"
+
+#ifdef CLIENT_DLL
+ #define CWeaponStickGrenade C_WeaponStickGrenade
+#else
+ #include "dod_stickgrenade.h"
+#endif
+
+class CWeaponStickGrenade : public CWeaponDODBaseGrenade
+{
+public:
+ DECLARE_CLASS( CWeaponStickGrenade, CWeaponDODBaseGrenade );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_ACTTABLE();
+
+ CWeaponStickGrenade() {}
+
+ virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_GER; }
+
+#ifndef CLIENT_DLL
+
+ virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
+ {
+ // align the stickgrenade vertically and spin end over end
+ QAngle vecNewAngles = QAngle(45,pPlayer->EyeAngles().y,0);
+ AngularImpulse angNewImpulse = AngularImpulse( 0, 600, 0 );
+
+ CDODStickGrenade::Create( vecSrc, vecNewAngles, vecVel, angNewImpulse, pPlayer, flLifeTime, GetWeaponID() );
+ }
+
+#endif
+
+ CWeaponStickGrenade( const CWeaponStickGrenade & ) {}
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponStickGrenade, DT_WeaponStickGrenade )
+
+BEGIN_NETWORK_TABLE(CWeaponStickGrenade, DT_WeaponStickGrenade)
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponStickGrenade )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_frag_ger, CWeaponStickGrenade );
+PRECACHE_WEAPON_REGISTER( weapon_frag_ger );
+
+acttable_t CWeaponStickGrenade::m_acttable[] =
+{
+ // Move this out to the specific grenades???
+ { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_GREN_STICK, false },
+ { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_GREN_STICK, false },
+ { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false },
+ { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_GREN_STICK, false },
+ { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_GREN_STICK, false },
+ { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREN_STICK, false },
+ { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_GREN_STICK, false },
+ { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_GREN_STICK, false },
+ { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_GREN_STICK, false },
+ { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_GREN_STICK, false },
+ { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_GREN_STICK, false },
+ { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_GREN_STICK, false },
+ { ACT_SPRINT, ACT_DOD_SPRINT_AIM_GREN_STICK, false },
+
+ { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREN_STICK, false },
+ { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK, false },
+ { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK, false },
+
+ // Hand Signals
+ { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false },
+ { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false },
+};
+
+IMPLEMENT_ACTTABLE( CWeaponStickGrenade );
+