//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodsemiauto.h" #if defined( CLIENT_DLL ) #define CWeaponM1Carbine C_WeaponM1Carbine #endif class CWeaponM1Carbine : public CDODSemiAutoWeapon { public: DECLARE_CLASS( CWeaponM1Carbine, CDODSemiAutoWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponM1Carbine() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_M1CARBINE; } virtual float GetRecoil( void ) { return 1.4f; } private: CWeaponM1Carbine( const CWeaponM1Carbine & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM1Carbine, DT_WeaponM1Carbine ) BEGIN_NETWORK_TABLE( CWeaponM1Carbine, DT_WeaponM1Carbine ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponM1Carbine ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_m1carbine, CWeaponM1Carbine ); PRECACHE_WEAPON_REGISTER( weapon_m1carbine ); acttable_t CWeaponM1Carbine::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false }, // Attack ( prone? ) { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false }, { ACT_RELOAD, ACT_DOD_RELOAD_M1CARBINE, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_M1CARBINE, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_M1CARBINE, 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( CWeaponM1Carbine );