//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbasemelee.h" #include "dod_shareddefs.h" #if defined( CLIENT_DLL ) #define CWeaponAmerKnife C_WeaponAmerKnife #endif class CWeaponAmerKnife : public CWeaponDODBaseMelee { public: DECLARE_CLASS( CWeaponAmerKnife, CWeaponDODBaseMelee ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponAmerKnife() {} virtual Activity GetMeleeActivity( void ) { return ACT_VM_PRIMARYATTACK; } virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_AMERKNIFE; } virtual void PrimaryAttack() { MeleeAttack( 60, MELEE_DMG_FIST, 0.2f, 0.4f ); } private: CWeaponAmerKnife( const CWeaponAmerKnife & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAmerKnife, DT_WeaponAmerKnife ) BEGIN_NETWORK_TABLE( CWeaponAmerKnife, DT_WeaponAmerKnife ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponAmerKnife ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_amerknife, CWeaponAmerKnife ); PRECACHE_WEAPON_REGISTER( weapon_amerknife ); acttable_t CWeaponAmerKnife::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_KNIFE, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_KNIFE, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_KNIFE, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_KNIFE, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_KNIFE, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_KNIFE, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_KNIFE, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_KNIFE, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_KNIFE, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_KNIFE, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_KNIFE, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_KNIFE, false }, { ACT_SPRINT, ACT_DOD_SPRINT_AIM_KNIFE, false }, { ACT_RANGE_ATTACK2, ACT_DOD_PRIMARYATTACK_KNIFE, false }, { ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE, false }, { ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_KNIFE, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_KNIFE, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_KNIFE, false }, }; IMPLEMENT_ACTTABLE( CWeaponAmerKnife );