source-engine/game/shared/sdk/weapon_pistol.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "cbase.h"
#include "weapon_sdkbase.h"
#if defined( CLIENT_DLL )
#define CWeaponPistol C_WeaponPistol
#include "c_sdk_player.h"
#else
#include "sdk_player.h"
#endif
class CWeaponPistol : public CWeaponSDKBase
{
public:
DECLARE_CLASS( CWeaponPistol, CWeaponSDKBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponPistol();
virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_PISTOL; }
virtual int GetFireMode() const { return FM_SEMIAUTOMATIC; }
private:
CWeaponPistol( const CWeaponPistol & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol )
BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponPistol )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol );
PRECACHE_WEAPON_REGISTER( weapon_pistol );
CWeaponPistol::CWeaponPistol()
{
}
//Tony; todo; add ACT_MP_PRONE* activities, so we have them.
acttable_t CWeaponPistol::m_acttable[] =
{
{ ACT_MP_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false },
{ ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false },
{ ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false },
{ ACT_MP_RUN, ACT_DOD_RUN_AIM_PISTOL, false },
{ ACT_MP_WALK, ACT_DOD_WALK_AIM_PISTOL, false },
{ ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_PISTOL, false },
{ ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_IDLE_PISTOL, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false },
{ ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false },
{ ACT_MP_RELOAD_STAND, ACT_DOD_RELOAD_PISTOL, false },
{ ACT_MP_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false },
{ ACT_MP_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false },
};
IMPLEMENT_ACTTABLE( CWeaponPistol );