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_punch.h"
#if defined( CLIENT_DLL )
#define CWeaponMP40 C_WeaponMP40
#endif
class CWeaponMP40 : public CDODFullAutoPunchWeapon
{
public:
DECLARE_CLASS( CWeaponMP40, CDODFullAutoPunchWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponMP40() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MP40; }
virtual DODWeaponID GetAltWeaponID( void ) const { return WEAPON_MP40_PUNCH; }
virtual Activity GetIdleActivity( void );
virtual float GetRecoil( void ) { return 2.2f; }
private:
CWeaponMP40( const CWeaponMP40 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP40, DT_WeaponMP40 )
BEGIN_NETWORK_TABLE( CWeaponMP40, DT_WeaponMP40 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponMP40 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_mp40, CWeaponMP40 );
PRECACHE_WEAPON_REGISTER( weapon_mp40 );
acttable_t CWeaponMP40::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_MP40, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_MP40, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_MP40, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_MP40, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_MP40, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MP40, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_MP40, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_MP40, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_MP40, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_MP40, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_MP40, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_MP40, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_MP40, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MP40, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_MP40, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MP40, false },
{ ACT_RANGE_ATTACK2, ACT_DOD_SECONDARYATTACK_MP40, false },
{ ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_SECONDARYATTACK_CROUCH_MP40,false },
{ ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_SECONDARYATTACK_PRONE_MP40, false },
{ ACT_RELOAD, ACT_DOD_RELOAD_MP40, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_MP40, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_MP40, 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( CWeaponMP40 );
Activity CWeaponMP40::GetIdleActivity( void )
{
Activity actIdle;
if( m_iClip1 < GetMaxClip1() )
actIdle = ACT_VM_IDLE_EMPTY;
else
actIdle = ACT_VM_IDLE;
return actIdle;
}