//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodfullauto.h" #if defined( CLIENT_DLL ) #define CWeaponGreaseGun C_WeaponGreaseGun #endif class CWeaponGreaseGun : public CDODFullAutoWeapon { public: DECLARE_CLASS( CWeaponGreaseGun, CDODFullAutoWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponGreaseGun() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GREASEGUN; } private: CWeaponGreaseGun( const CWeaponGreaseGun & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGreaseGun, DT_WeaponGreaseGun ) BEGIN_NETWORK_TABLE( CWeaponGreaseGun, DT_WeaponGreaseGun ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponGreaseGun ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_greasegun, CWeaponGreaseGun ); PRECACHE_WEAPON_REGISTER( weapon_greasegun ); acttable_t CWeaponGreaseGun::m_acttable[] = { // Aim { ACT_IDLE, ACT_DOD_STAND_AIM_GREASE, false }, { ACT_CROUCHIDLE, ACT_DOD_CROUCH_AIM_GREASE, false }, { ACT_RUN_CROUCH, ACT_DOD_CROUCHWALK_AIM_GREASE, false }, { ACT_WALK, ACT_DOD_WALK_AIM_GREASE, false }, { ACT_RUN, ACT_DOD_RUN_AIM_GREASE, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREASE, false }, // Attack ( prone? ) { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREASE, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREASE, false }, // Reload ( prone? ) { ACT_RELOAD, ACT_DOD_RELOAD_GREASEGUN, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_GREASEGUN, false }, }; IMPLEMENT_ACTTABLE( CWeaponGreaseGun );