Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

115 lines
3.0 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodsemiauto.h"
#if defined( CLIENT_DLL )
#define CWeaponP38 C_WeaponP38
#endif
class CWeaponP38 : public CDODSemiAutoWeapon
{
public:
DECLARE_CLASS( CWeaponP38, CDODSemiAutoWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponP38() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_P38; }
virtual Activity GetIdleActivity( void );
virtual Activity GetPrimaryAttackActivity( void );
virtual Activity GetDrawActivity( void );
virtual float GetRecoil( void ) { return 1.4f; }
private:
CWeaponP38( const CWeaponP38 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP38, DT_WeaponP38 )
BEGIN_NETWORK_TABLE( CWeaponP38, DT_WeaponP38 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponP38 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_p38, CWeaponP38 );
PRECACHE_WEAPON_REGISTER( weapon_p38 );
acttable_t CWeaponP38::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( CWeaponP38 );
Activity CWeaponP38::GetIdleActivity( void )
{
Activity actIdle;
if( m_iClip1 <= 0 )
actIdle = ACT_VM_IDLE_EMPTY;
else
actIdle = ACT_VM_IDLE;
return actIdle;
}
Activity CWeaponP38::GetPrimaryAttackActivity( void )
{
Activity actPrim;
if( m_iClip1 <= 0 )
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
else
actPrim = ACT_VM_PRIMARYATTACK;
return actPrim;
}
Activity CWeaponP38::GetDrawActivity( void )
{
Activity actDraw;
if( m_iClip1 <= 0 )
actDraw = ACT_VM_DRAW_EMPTY;
else
actDraw = ACT_VM_DRAW;
return actDraw;
}