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