Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CDEagle C_DEagle
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
class CDEagle : public CWeaponCSBaseGun { public: DECLARE_CLASS( CDEagle, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CDEagle();
// overload for dryfire animation
virtual bool SendWeaponAnim( int iActivity );
virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_DEAGLE; }
private: CDEagle( const CDEagle & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( DEagle, DT_WeaponDEagle )
BEGIN_NETWORK_TABLE( CDEagle, DT_WeaponDEagle ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CDEagle ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS_ALIASED( weapon_deagle, DEagle ); // PRECACHE_REGISTER( weapon_deagle );
CDEagle::CDEagle() { }
bool CDEagle::SendWeaponAnim( int iActivity ) { if ( iActivity == ACT_VM_PRIMARYATTACK && m_iClip1 == 1 ) iActivity = ACT_VM_DRYFIRE; return BaseClass::SendWeaponAnim( iActivity ); }
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