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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/shared/sdk/weapon_pistol.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/shared/sdk/weapon_pistol.cpp')
-rw-r--r--mp/src/game/shared/sdk/weapon_pistol.cpp80
1 files changed, 80 insertions, 0 deletions
diff --git a/mp/src/game/shared/sdk/weapon_pistol.cpp b/mp/src/game/shared/sdk/weapon_pistol.cpp
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+++ b/mp/src/game/shared/sdk/weapon_pistol.cpp
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+//========= 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 );
+