diff options
Diffstat (limited to 'game/shared/sdk/weapon_pistol.cpp')
| -rw-r--r-- | game/shared/sdk/weapon_pistol.cpp | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/game/shared/sdk/weapon_pistol.cpp b/game/shared/sdk/weapon_pistol.cpp new file mode 100644 index 0000000..1791d67 --- /dev/null +++ b/game/shared/sdk/weapon_pistol.cpp @@ -0,0 +1,80 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=====================================================================================// + +#include "cbase.h" +#include "weapon_sdkbase.h" + +#if defined( CLIENT_DLL ) + + #define CWeaponPistol C_WeaponPistol + #include "c_sdk_player.h" + +#else + + #include "sdk_player.h" + +#endif + + +class CWeaponPistol : public CWeaponSDKBase +{ +public: + DECLARE_CLASS( CWeaponPistol, CWeaponSDKBase ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + DECLARE_ACTTABLE(); + + CWeaponPistol(); + + virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_PISTOL; } + virtual int GetFireMode() const { return FM_SEMIAUTOMATIC; } + +private: + + CWeaponPistol( const CWeaponPistol & ); +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol ) + +BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponPistol ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); +PRECACHE_WEAPON_REGISTER( weapon_pistol ); + + + +CWeaponPistol::CWeaponPistol() +{ +} + +//Tony; todo; add ACT_MP_PRONE* activities, so we have them. +acttable_t CWeaponPistol::m_acttable[] = +{ + { ACT_MP_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false }, + { ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false }, + { ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false }, + + { ACT_MP_RUN, ACT_DOD_RUN_AIM_PISTOL, false }, + { ACT_MP_WALK, ACT_DOD_WALK_AIM_PISTOL, false }, + { ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_PISTOL, false }, + { ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, + { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false }, + + { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false }, + { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false }, + { ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false }, + + { ACT_MP_RELOAD_STAND, ACT_DOD_RELOAD_PISTOL, false }, + { ACT_MP_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false }, + { ACT_MP_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false }, +}; + +IMPLEMENT_ACTTABLE( CWeaponPistol ); + |