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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodbasemelee.h"
#include "dod_shareddefs.h"
#if defined( CLIENT_DLL )
#define CWeaponAmerKnife C_WeaponAmerKnife
#endif
class CWeaponAmerKnife : public CWeaponDODBaseMelee { public: DECLARE_CLASS( CWeaponAmerKnife, CWeaponDODBaseMelee ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponAmerKnife() {}
virtual Activity GetMeleeActivity( void ) { return ACT_VM_PRIMARYATTACK; }
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_AMERKNIFE; }
virtual void PrimaryAttack() { MeleeAttack( 60, MELEE_DMG_FIST, 0.2f, 0.4f ); }
private: CWeaponAmerKnife( const CWeaponAmerKnife & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAmerKnife, DT_WeaponAmerKnife )
BEGIN_NETWORK_TABLE( CWeaponAmerKnife, DT_WeaponAmerKnife ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponAmerKnife ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_amerknife, CWeaponAmerKnife ); PRECACHE_WEAPON_REGISTER( weapon_amerknife );
acttable_t CWeaponAmerKnife::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_KNIFE, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_KNIFE, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_KNIFE, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_KNIFE, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_KNIFE, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_KNIFE, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_KNIFE, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_KNIFE, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_KNIFE, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_KNIFE, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_KNIFE, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_KNIFE, false }, { ACT_SPRINT, ACT_DOD_SPRINT_AIM_KNIFE, false },
{ ACT_RANGE_ATTACK2, ACT_DOD_PRIMARYATTACK_KNIFE, false }, { ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE, false }, { ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_KNIFE, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_KNIFE, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_KNIFE, false }, };
IMPLEMENT_ACTTABLE( CWeaponAmerKnife );
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