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_dodfullauto.h"
#if defined( CLIENT_DLL )
#define CWeaponC96 C_WeaponC96
#endif
class CWeaponC96 : public CDODFullAutoWeapon
{
public:
DECLARE_CLASS( CWeaponC96, CDODFullAutoWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponC96() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_C96; }
virtual Activity GetIdleActivity( void );
virtual Activity GetPrimaryAttackActivity( void );
virtual Activity GetDrawActivity( void );
virtual Activity GetReloadActivity( void );
virtual float GetRecoil( void ) { return 3.0f; }
private:
CWeaponC96( const CWeaponC96 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponC96, DT_WeaponC96 )
BEGIN_NETWORK_TABLE( CWeaponC96, DT_WeaponC96 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponC96 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_c96, CWeaponC96 );
PRECACHE_WEAPON_REGISTER( weapon_c96 );
acttable_t CWeaponC96::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_C96, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_C96, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_C96, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_C96, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_C96, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_C96, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_C96, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_C96, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_C96, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_C96, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_C96, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_C96, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_C96, false },
// Attack ( prone? )
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_C96, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_C96, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_C96,false },
// Reload ( prone? )
{ ACT_RELOAD, ACT_DOD_RELOAD_C96, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_C96, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_C96, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_MP44, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_MP44, false },
};
IMPLEMENT_ACTTABLE( CWeaponC96 );
Activity CWeaponC96::GetIdleActivity( void )
{
Activity actIdle;
if( m_iClip1 <= 0 )
actIdle = ACT_VM_IDLE_EMPTY;
else
actIdle = ACT_VM_IDLE;
return actIdle;
}
Activity CWeaponC96::GetPrimaryAttackActivity( void )
{
Activity actPrim;
if( m_iClip1 <= 0 )
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
else
actPrim = ACT_VM_PRIMARYATTACK;
return actPrim;
}
Activity CWeaponC96::GetDrawActivity( void )
{
Activity actDraw;
if( m_iClip1 <= 0 )
actDraw = ACT_VM_DRAW_EMPTY;
else
actDraw = ACT_VM_DRAW;
return actDraw;
}
Activity CWeaponC96::GetReloadActivity( void )
{
Activity actReload;
if( m_iClip1 <= 0 )
actReload = ACT_VM_RELOAD_EMPTY;
else
actReload = ACT_VM_RELOAD;
return actReload;
}