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//========= 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 );
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