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"
#if defined( CLIENT_DLL )
#define CWeaponSpade C_WeaponSpade
#endif
class CWeaponSpade : public CWeaponDODBaseMelee
{
public:
DECLARE_CLASS( CWeaponSpade, CWeaponDODBaseMelee );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponSpade() {}
virtual Activity GetMeleeActivity( void ) { return ACT_VM_PRIMARYATTACK; }
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_SPADE; }
private:
CWeaponSpade( const CWeaponSpade & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSpade, DT_WeaponSpade )
BEGIN_NETWORK_TABLE( CWeaponSpade, DT_WeaponSpade )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponSpade )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_spade, CWeaponSpade );
PRECACHE_WEAPON_REGISTER( weapon_spade );
acttable_t CWeaponSpade::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_SPADE, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_SPADE, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_SPADE, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_SPADE, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_SPADE, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_SPADE, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_SPADE, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_SPADE, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_SPADE, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_SPADE, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_SPADE, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_SPADE, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_AIM_SPADE, false },
{ ACT_RANGE_ATTACK2, ACT_DOD_PRIMARYATTACK_SPADE, false },
{ ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_SPADE, false },
{ ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_SPADE, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false },
};
IMPLEMENT_ACTTABLE( CWeaponSpade );