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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodfireselect.h"
#if defined( CLIENT_DLL )
#define CWeaponBAR C_WeaponBAR
#endif
class CWeaponBAR : public CDODFireSelectWeapon { public: DECLARE_CLASS( CWeaponBAR, CDODFireSelectWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponBAR() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAR; }
// weapon id for stats purposes
virtual DODWeaponID GetStatsWeaponID( void ) { if ( IsSemiAuto() ) return WEAPON_BAR_SEMIAUTO; else return WEAPON_BAR; }
virtual float GetRecoil( void ) { return 5.0f; }
private: CWeaponBAR( const CWeaponBAR & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBAR, DT_WeaponBAR )
BEGIN_NETWORK_TABLE( CWeaponBAR, DT_WeaponBAR ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponBAR ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_bar, CWeaponBAR ); PRECACHE_WEAPON_REGISTER( weapon_bar );
acttable_t CWeaponBAR::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BAR, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BAR, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BAR, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BAR, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BAR, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAR, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAR, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAR, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAR, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAR, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAR, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAR, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAR, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAR, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAR, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAR, false },
{ ACT_RELOAD, ACT_DOD_RELOAD_BAR, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAR, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAR, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false }, };
IMPLEMENT_ACTTABLE( CWeaponBAR );
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