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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodsemiauto.h"
#if defined( CLIENT_DLL )
#define CWeaponM1Carbine C_WeaponM1Carbine
#endif
class CWeaponM1Carbine : public CDODSemiAutoWeapon
{
public:
DECLARE_CLASS( CWeaponM1Carbine, CDODSemiAutoWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponM1Carbine() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_M1CARBINE; }
virtual float GetRecoil( void ) { return 1.4f; }
private:
CWeaponM1Carbine( const CWeaponM1Carbine & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM1Carbine, DT_WeaponM1Carbine )
BEGIN_NETWORK_TABLE( CWeaponM1Carbine, DT_WeaponM1Carbine )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponM1Carbine )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_m1carbine, CWeaponM1Carbine );
PRECACHE_WEAPON_REGISTER( weapon_m1carbine );
acttable_t CWeaponM1Carbine::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? )
{ 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_M1CARBINE, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_M1CARBINE, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_M1CARBINE, 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( CWeaponM1Carbine );
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