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add hl1,portal,dod source code
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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_dodbaserpg.h"
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#if defined( CLIENT_DLL )
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#include "c_dod_player.h"
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#define CWeaponBazooka C_WeaponBazooka
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#else
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#include "rocket_bazooka.h"
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#include "dod_player.h"
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#endif
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class CWeaponBazooka : public CDODBaseRocketWeapon
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{
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public:
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DECLARE_CLASS( CWeaponBazooka, CDODBaseRocketWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponBazooka() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAZOOKA; }
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virtual void FireRocket( void );
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private:
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CWeaponBazooka( const CWeaponBazooka & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBazooka, DT_WeaponBazooka )
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BEGIN_NETWORK_TABLE( CWeaponBazooka, DT_WeaponBazooka )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponBazooka )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_bazooka, CWeaponBazooka );
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PRECACHE_WEAPON_REGISTER( weapon_bazooka );
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acttable_t CWeaponBazooka::m_acttable[] =
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{
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAZOOKA, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAZOOKA, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAZOOKA, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAZOOKA, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAZOOKA, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAZOOKA, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAZOOKA, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAZOOKA, false },
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// Zoomed Aim
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{ ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_BAZOOKA, false },
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{ ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_BAZOOKA, false },
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{ ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA, false },
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{ ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_BAZOOKA, false },
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{ ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_BAZOOKA, false },
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{ ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA, false },
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// Attack ( must be zoomed )
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAZOOKA, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAZOOKA, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA, false },
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// Reload ( zoomed or not, prone or not )
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{ ACT_RELOAD, ACT_DOD_RELOAD_BAZOOKA, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAZOOKA, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAZOOKA, false },
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{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_ZOOMLOAD_BAZOOKA, false },
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{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_BAZOOKA, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_BAZOOKA, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponBazooka );
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void CWeaponBazooka::FireRocket( void )
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{
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#ifndef CLIENT_DLL
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CBasePlayer *pPlayer = GetPlayerOwner();
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#ifdef DBGFLAG_ASSERT
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CBazookaRocket *pRocket =
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#endif //DEBUG
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CBazookaRocket::Create( pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles(), pPlayer );
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Assert( pRocket );
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#endif
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}
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