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| 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_pistol.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_pistol.cpp')
| -rw-r--r-- | mp/src/game/shared/sdk/weapon_pistol.cpp | 160 |
1 files changed, 80 insertions, 80 deletions
diff --git a/mp/src/game/shared/sdk/weapon_pistol.cpp b/mp/src/game/shared/sdk/weapon_pistol.cpp index 8eb5610c..1791d671 100644 --- a/mp/src/game/shared/sdk/weapon_pistol.cpp +++ b/mp/src/game/shared/sdk/weapon_pistol.cpp @@ -1,80 +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 );
-
+//========= 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 ); + |