//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodfireselect.h" #if defined( CLIENT_DLL ) #define CWeaponBAR C_WeaponBAR #endif class CWeaponBAR : public CDODFireSelectWeapon { public: DECLARE_CLASS( CWeaponBAR, CDODFireSelectWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponBAR() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAR; } // weapon id for stats purposes virtual DODWeaponID GetStatsWeaponID( void ) { if ( IsSemiAuto() ) return WEAPON_BAR_SEMIAUTO; else return WEAPON_BAR; } virtual float GetRecoil( void ) { return 5.0f; } private: CWeaponBAR( const CWeaponBAR & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBAR, DT_WeaponBAR ) BEGIN_NETWORK_TABLE( CWeaponBAR, DT_WeaponBAR ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponBAR ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_bar, CWeaponBAR ); PRECACHE_WEAPON_REGISTER( weapon_bar ); acttable_t CWeaponBAR::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BAR, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BAR, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BAR, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BAR, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BAR, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAR, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAR, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAR, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAR, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAR, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAR, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAR, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAR, false }, { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAR, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAR, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAR, false }, { ACT_RELOAD, ACT_DOD_RELOAD_BAR, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAR, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAR, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false }, }; IMPLEMENT_ACTTABLE( CWeaponBAR );