source-engine/game/shared/dod/weapon_mp44.cpp
2022-04-16 12:05:19 +03:00

87 lines
2.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodfireselect.h"
#if defined( CLIENT_DLL )
#define CWeaponMP44 C_WeaponMP44
#endif
class CWeaponMP44 : public CDODFireSelectWeapon
{
public:
DECLARE_CLASS( CWeaponMP44, CDODFireSelectWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponMP44() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MP44; }
// weapon id for stats purposes
virtual DODWeaponID GetStatsWeaponID( void )
{
if ( IsSemiAuto() )
return WEAPON_MP44_SEMIAUTO;
else
return WEAPON_MP44;
}
virtual float GetRecoil( void ) { return 5.0f; }
private:
CWeaponMP44( const CWeaponMP44 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP44, DT_WeaponMP44 )
BEGIN_NETWORK_TABLE( CWeaponMP44, DT_WeaponMP44 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponMP44 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_mp44, CWeaponMP44 );
PRECACHE_WEAPON_REGISTER( weapon_mp44 );
acttable_t CWeaponMP44::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_MP44, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_MP44, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_MP44, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_MP44, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_MP44, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MP44, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_MP44, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_MP44, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_MP44, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_MP44, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_MP44, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_MP44, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_MP44, false },
// Attack ( prone? )
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MP44, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_MP44, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MP44, false },
// Reload ( prone? )
{ ACT_RELOAD, ACT_DOD_RELOAD_MP44, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_MP44, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_MP44, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_MP44, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_MP44, false },
};
IMPLEMENT_ACTTABLE( CWeaponMP44 );