Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #include "cbase.h"
  7. #include "weapon_dodbasemelee.h"
  8. #if defined( CLIENT_DLL )
  9. #define CWeaponGerKnife C_WeaponGerKnife
  10. #endif
  11. class CWeaponGerKnife : public CWeaponDODBaseMelee
  12. {
  13. public:
  14. DECLARE_CLASS( CWeaponGerKnife, CWeaponDODBaseMelee );
  15. DECLARE_NETWORKCLASS();
  16. DECLARE_PREDICTABLE();
  17. DECLARE_ACTTABLE();
  18. CWeaponGerKnife() {}
  19. virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GERKNIFE; }
  20. private:
  21. CWeaponGerKnife( const CWeaponGerKnife & );
  22. };
  23. IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGerKnife, DT_WeaponGerKnife )
  24. BEGIN_NETWORK_TABLE( CWeaponGerKnife, DT_WeaponGerKnife )
  25. END_NETWORK_TABLE()
  26. BEGIN_PREDICTION_DATA( CWeaponGerKnife )
  27. END_PREDICTION_DATA()
  28. LINK_ENTITY_TO_CLASS( weapon_gerknife, CWeaponGerKnife );
  29. PRECACHE_WEAPON_REGISTER( weapon_gerknife );
  30. acttable_t CWeaponGerKnife::m_acttable[] =
  31. {
  32. { ACT_IDLE, ACT_DOD_STAND_AIM_KNIFE, false },
  33. { ACT_CROUCHIDLE, ACT_DOD_CROUCH_AIM_KNIFE, false },
  34. { ACT_RUN_CROUCH, ACT_DOD_CROUCHWALK_AIM_KNIFE, false },
  35. { ACT_WALK, ACT_DOD_WALK_AIM_KNIFE, false },
  36. { ACT_RUN, ACT_DOD_RUN_AIM_KNIFE, false },
  37. { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_KNIFE, false },
  38. { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_KNIFE, false },
  39. { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_KNIFE, false },
  40. };
  41. IMPLEMENT_ACTTABLE( CWeaponGerKnife );