//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodsemiauto.h" #if defined( CLIENT_DLL ) #define CWeaponColt C_WeaponColt #endif class CWeaponColt : public CDODSemiAutoWeapon { public: DECLARE_CLASS( CWeaponColt, CDODSemiAutoWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponColt() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_COLT; } virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void ); virtual Activity GetDrawActivity( void ); virtual Activity GetReloadActivity( void ); virtual float GetRecoil( void ) { return 1.4f; } private: CWeaponColt( const CWeaponColt & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponColt, DT_WeaponColt ) BEGIN_NETWORK_TABLE( CWeaponColt, DT_WeaponColt ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponColt ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_colt, CWeaponColt ); PRECACHE_WEAPON_REGISTER( weapon_colt ); acttable_t CWeaponColt::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_PISTOL, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_PISTOL, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_PISTOL, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_PISTOL, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_PISTOL, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_PISTOL, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_PISTOL, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_PISTOL, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false }, { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_PISTOL, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_PISTOL, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false }, { ACT_RELOAD, ACT_DOD_RELOAD_PISTOL, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_PISTOL, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_PISTOL, false }, }; IMPLEMENT_ACTTABLE( CWeaponColt ); Activity CWeaponColt::GetIdleActivity( void ) { Activity actIdle; if( m_iClip1 <= 0 ) actIdle = ACT_VM_IDLE_EMPTY; else actIdle = ACT_VM_IDLE; return actIdle; } Activity CWeaponColt::GetPrimaryAttackActivity( void ) { Activity actPrim; if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK; return actPrim; } Activity CWeaponColt::GetDrawActivity( void ) { Activity actDraw; if( m_iClip1 <= 0 ) actDraw = ACT_VM_DRAW_EMPTY; else actDraw = ACT_VM_DRAW; return actDraw; } Activity CWeaponColt::GetReloadActivity( void ) { Activity actReload; if( m_iClip1 <= 0 ) actReload = ACT_VM_RELOAD_EMPTY; else actReload = ACT_VM_RELOAD; return actReload; }