//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodfireselect.h" #if defined( CLIENT_DLL ) #define CWeaponMP44 C_WeaponMP44 #endif class CWeaponMP44 : public CDODFireSelectWeapon { public: DECLARE_CLASS( CWeaponMP44, CDODFireSelectWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponMP44() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MP44; } // weapon id for stats purposes virtual DODWeaponID GetStatsWeaponID( void ) { if ( IsSemiAuto() ) return WEAPON_MP44_SEMIAUTO; else return WEAPON_MP44; } virtual float GetRecoil( void ) { return 5.0f; } private: CWeaponMP44( const CWeaponMP44 & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP44, DT_WeaponMP44 ) BEGIN_NETWORK_TABLE( CWeaponMP44, DT_WeaponMP44 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponMP44 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_mp44, CWeaponMP44 ); PRECACHE_WEAPON_REGISTER( weapon_mp44 ); acttable_t CWeaponMP44::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_MP44, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_MP44, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_MP44, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_MP44, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_MP44, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MP44, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_MP44, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_MP44, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_MP44, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_MP44, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_MP44, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_MP44, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_MP44, false }, // Attack ( prone? ) { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MP44, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_MP44, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MP44, false }, // Reload ( prone? ) { ACT_RELOAD, ACT_DOD_RELOAD_MP44, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_MP44, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_MP44, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_MP44, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_MP44, false }, }; IMPLEMENT_ACTTABLE( CWeaponMP44 );