Team Fortress 2 Source Code as on 22/4/2020
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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 );