diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/sdk/weapon_crowbar.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/sdk/weapon_crowbar.cpp')
| -rw-r--r-- | mp/src/game/shared/sdk/weapon_crowbar.cpp | 156 |
1 files changed, 78 insertions, 78 deletions
diff --git a/mp/src/game/shared/sdk/weapon_crowbar.cpp b/mp/src/game/shared/sdk/weapon_crowbar.cpp index 4404597e..2443cdd4 100644 --- a/mp/src/game/shared/sdk/weapon_crowbar.cpp +++ b/mp/src/game/shared/sdk/weapon_crowbar.cpp @@ -1,78 +1,78 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=====================================================================================//
-
-#include "cbase.h"
-#include "weapon_sdkbase.h"
-#include "sdk_weapon_melee.h"
-
-#if defined( CLIENT_DLL )
-
- #define CWeaponCrowbar C_WeaponCrowbar
- #include "c_sdk_player.h"
-
-#else
-
- #include "sdk_player.h"
-
-#endif
-
-
-class CWeaponCrowbar : public CWeaponSDKMelee
-{
-public:
- DECLARE_CLASS( CWeaponCrowbar, CWeaponSDKMelee );
- DECLARE_NETWORKCLASS();
- DECLARE_PREDICTABLE();
- DECLARE_ACTTABLE();
-
- CWeaponCrowbar();
-
- virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_CROWBAR; }
- virtual float GetRange( void ) { return 64.0f; } //Tony; let the crowbar swing further.
- virtual bool CanWeaponBeDropped() const { return false; }
-
-private:
-
- CWeaponCrowbar( const CWeaponCrowbar & );
-};
-
-IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar )
-
-BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar )
-END_NETWORK_TABLE()
-
-BEGIN_PREDICTION_DATA( CWeaponCrowbar )
-END_PREDICTION_DATA()
-
-LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
-PRECACHE_WEAPON_REGISTER( weapon_crowbar );
-
-
-
-CWeaponCrowbar::CWeaponCrowbar()
-{
-}
-
-//Tony; todo; add ACT_MP_PRONE* activities, so we have them.
-acttable_t CWeaponCrowbar::m_acttable[] =
-{
- { ACT_MP_STAND_IDLE, ACT_DOD_STAND_AIM_SPADE, false },
- { ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_SPADE, false },
- { ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_SPADE, false },
-
- { ACT_MP_RUN, ACT_DOD_RUN_AIM_SPADE, false },
- { ACT_MP_WALK, ACT_DOD_WALK_AIM_SPADE, false },
- { ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_SPADE, false },
- { ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_AIM_SPADE, false },
- { ACT_SPRINT, ACT_DOD_SPRINT_AIM_SPADE, false },
-
- { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false },
- { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false },
- { ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_SPADE, false },
-};
-
-IMPLEMENT_ACTTABLE( CWeaponCrowbar );
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=====================================================================================// + +#include "cbase.h" +#include "weapon_sdkbase.h" +#include "sdk_weapon_melee.h" + +#if defined( CLIENT_DLL ) + + #define CWeaponCrowbar C_WeaponCrowbar + #include "c_sdk_player.h" + +#else + + #include "sdk_player.h" + +#endif + + +class CWeaponCrowbar : public CWeaponSDKMelee +{ +public: + DECLARE_CLASS( CWeaponCrowbar, CWeaponSDKMelee ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + DECLARE_ACTTABLE(); + + CWeaponCrowbar(); + + virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_CROWBAR; } + virtual float GetRange( void ) { return 64.0f; } //Tony; let the crowbar swing further. + virtual bool CanWeaponBeDropped() const { return false; } + +private: + + CWeaponCrowbar( const CWeaponCrowbar & ); +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar ) + +BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponCrowbar ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar ); +PRECACHE_WEAPON_REGISTER( weapon_crowbar ); + + + +CWeaponCrowbar::CWeaponCrowbar() +{ +} + +//Tony; todo; add ACT_MP_PRONE* activities, so we have them. +acttable_t CWeaponCrowbar::m_acttable[] = +{ + { ACT_MP_STAND_IDLE, ACT_DOD_STAND_AIM_SPADE, false }, + { ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_SPADE, false }, + { ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_SPADE, false }, + + { ACT_MP_RUN, ACT_DOD_RUN_AIM_SPADE, false }, + { ACT_MP_WALK, ACT_DOD_WALK_AIM_SPADE, false }, + { ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_SPADE, false }, + { ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_AIM_SPADE, false }, + { ACT_SPRINT, ACT_DOD_SPRINT_AIM_SPADE, false }, + + { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false }, + { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_SPADE, false }, + { ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_SPADE, false }, +}; + +IMPLEMENT_ACTTABLE( CWeaponCrowbar ); + |