//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbaserpg.h" #if defined( CLIENT_DLL ) #include "c_dod_player.h" #define CWeaponBazooka C_WeaponBazooka #else #include "rocket_bazooka.h" #include "dod_player.h" #endif class CWeaponBazooka : public CDODBaseRocketWeapon { public: DECLARE_CLASS( CWeaponBazooka, CDODBaseRocketWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponBazooka() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAZOOKA; } virtual void FireRocket( void ); private: CWeaponBazooka( const CWeaponBazooka & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBazooka, DT_WeaponBazooka ) BEGIN_NETWORK_TABLE( CWeaponBazooka, DT_WeaponBazooka ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponBazooka ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_bazooka, CWeaponBazooka ); PRECACHE_WEAPON_REGISTER( weapon_bazooka ); acttable_t CWeaponBazooka::m_acttable[] = { { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAZOOKA, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAZOOKA, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAZOOKA, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAZOOKA, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAZOOKA, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAZOOKA, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAZOOKA, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAZOOKA, false }, // Zoomed Aim { ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_BAZOOKA, false }, { ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_BAZOOKA, false }, { ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA, false }, { ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_BAZOOKA, false }, { ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_BAZOOKA, false }, { ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA, false }, // Attack ( must be zoomed ) { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAZOOKA, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAZOOKA, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA, false }, // Reload ( zoomed or not, prone or not ) { ACT_RELOAD, ACT_DOD_RELOAD_BAZOOKA, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAZOOKA, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAZOOKA, false }, { ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_ZOOMLOAD_BAZOOKA, false }, { ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_BAZOOKA, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_BAZOOKA, false }, }; IMPLEMENT_ACTTABLE( CWeaponBazooka ); void CWeaponBazooka::FireRocket( void ) { #ifndef CLIENT_DLL CBasePlayer *pPlayer = GetPlayerOwner(); #ifdef DBGFLAG_ASSERT CBazookaRocket *pRocket = #endif //DEBUG CBazookaRocket::Create( pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles(), pPlayer ); Assert( pRocket ); #endif }