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https://github.com/nillerusr/source-engine.git
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76 lines
2.5 KiB
C++
76 lines
2.5 KiB
C++
//========= 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_dodsemiauto.h"
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#if defined( CLIENT_DLL )
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#define CWeaponM1Carbine C_WeaponM1Carbine
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#endif
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class CWeaponM1Carbine : public CDODSemiAutoWeapon
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{
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public:
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DECLARE_CLASS( CWeaponM1Carbine, CDODSemiAutoWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponM1Carbine() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_M1CARBINE; }
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virtual float GetRecoil( void ) { return 1.4f; }
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private:
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CWeaponM1Carbine( const CWeaponM1Carbine & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM1Carbine, DT_WeaponM1Carbine )
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BEGIN_NETWORK_TABLE( CWeaponM1Carbine, DT_WeaponM1Carbine )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponM1Carbine )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_m1carbine, CWeaponM1Carbine );
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PRECACHE_WEAPON_REGISTER( weapon_m1carbine );
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acttable_t CWeaponM1Carbine::m_acttable[] =
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{
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false },
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// Attack ( prone? )
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false },
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{ ACT_RELOAD, ACT_DOD_RELOAD_M1CARBINE, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_M1CARBINE, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_M1CARBINE, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponM1Carbine ); |