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