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