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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodsemiauto.h"
#if defined( CLIENT_DLL )
#define CWeaponColt C_WeaponColt
#endif
class CWeaponColt : public CDODSemiAutoWeapon { public: DECLARE_CLASS( CWeaponColt, CDODSemiAutoWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponColt() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_COLT; }
virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void ); virtual Activity GetDrawActivity( void ); virtual Activity GetReloadActivity( void );
virtual float GetRecoil( void ) { return 1.4f; }
private: CWeaponColt( const CWeaponColt & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponColt, DT_WeaponColt )
BEGIN_NETWORK_TABLE( CWeaponColt, DT_WeaponColt ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponColt ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_colt, CWeaponColt ); PRECACHE_WEAPON_REGISTER( weapon_colt );
acttable_t CWeaponColt::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_PISTOL, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_PISTOL, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_PISTOL, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_PISTOL, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_PISTOL, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_PISTOL, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_PISTOL, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_PISTOL, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_PISTOL, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_PISTOL, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false },
{ ACT_RELOAD, ACT_DOD_RELOAD_PISTOL, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_PISTOL, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_PISTOL, false }, };
IMPLEMENT_ACTTABLE( CWeaponColt );
Activity CWeaponColt::GetIdleActivity( void ) { Activity actIdle;
if( m_iClip1 <= 0 ) actIdle = ACT_VM_IDLE_EMPTY; else actIdle = ACT_VM_IDLE;
return actIdle; }
Activity CWeaponColt::GetPrimaryAttackActivity( void ) { Activity actPrim;
if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK;
return actPrim; }
Activity CWeaponColt::GetDrawActivity( void ) { Activity actDraw;
if( m_iClip1 <= 0 ) actDraw = ACT_VM_DRAW_EMPTY; else actDraw = ACT_VM_DRAW;
return actDraw; }
Activity CWeaponColt::GetReloadActivity( void ) { Activity actReload;
if( m_iClip1 <= 0 ) actReload = ACT_VM_RELOAD_EMPTY; else actReload = ACT_VM_RELOAD;
return actReload; }
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