mirror of
https://github.com/nillerusr/source-engine.git
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82 lines
2.8 KiB
C++
82 lines
2.8 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_dodfullauto_punch.h"
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#if defined( CLIENT_DLL )
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#define CWeaponThompson C_WeaponThompson
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#endif
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class CWeaponThompson : public CDODFullAutoPunchWeapon
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{
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public:
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DECLARE_CLASS( CWeaponThompson, CDODFullAutoPunchWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponThompson() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_THOMPSON; }
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virtual DODWeaponID GetAltWeaponID( void ) const { return WEAPON_THOMPSON_PUNCH; }
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virtual float GetRecoil( void ) { return 2.15f; }
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private:
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CWeaponThompson( const CWeaponThompson & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponThompson, DT_WeaponThompson )
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BEGIN_NETWORK_TABLE( CWeaponThompson, DT_WeaponThompson )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponThompson )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_thompson, CWeaponThompson );
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PRECACHE_WEAPON_REGISTER( weapon_thompson );
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acttable_t CWeaponThompson::m_acttable[] =
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{
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_TOMMY, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_TOMMY, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_TOMMY, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_TOMMY, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_TOMMY, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_TOMMY, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_TOMMY, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_TOMMY, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_TOMMY, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_TOMMY, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_TOMMY, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_TOMMY, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_TOMMY, false },
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_TOMMY, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_TOMMY, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_TOMMY, false },
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{ ACT_RANGE_ATTACK2, ACT_DOD_SECONDARYATTACK_TOMMY, false },
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{ ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY, false },
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{ ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_SECONDARYATTACK_PRONE_TOMMY, false },
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{ ACT_RELOAD, ACT_DOD_RELOAD_TOMMY, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_TOMMY, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_TOMMY, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_TOMMY, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_TOMMY, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponThompson );
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