//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbasemelee.h" #if defined( CLIENT_DLL ) #define CWeaponSpade C_WeaponSpade #endif class CWeaponSpade : public CWeaponDODBaseMelee { public: DECLARE_CLASS( CWeaponSpade, CWeaponDODBaseMelee ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponSpade() {} virtual Activity GetMeleeActivity( void ) { return ACT_VM_PRIMARYATTACK; } virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_SPADE; } private: CWeaponSpade( const CWeaponSpade & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSpade, DT_WeaponSpade ) BEGIN_NETWORK_TABLE( CWeaponSpade, DT_WeaponSpade ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponSpade ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_spade, CWeaponSpade ); PRECACHE_WEAPON_REGISTER( weapon_spade ); acttable_t CWeaponSpade::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_SPADE, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_SPADE, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_SPADE, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_SPADE, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_SPADE, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_SPADE, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_SPADE, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_SPADE, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_SPADE, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_SPADE, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_SPADE, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_SPADE, false }, { ACT_SPRINT, ACT_DOD_SPRINT_AIM_SPADE, false }, { ACT_RANGE_ATTACK2, ACT_DOD_PRIMARYATTACK_SPADE, false }, { ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_SPADE, false }, { ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_SPADE, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false }, }; IMPLEMENT_ACTTABLE( CWeaponSpade );