//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodfullauto_punch.h" #if defined( CLIENT_DLL ) #define CWeaponThompson C_WeaponThompson #endif class CWeaponThompson : public CDODFullAutoPunchWeapon { public: DECLARE_CLASS( CWeaponThompson, CDODFullAutoPunchWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponThompson() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_THOMPSON; } virtual DODWeaponID GetAltWeaponID( void ) const { return WEAPON_THOMPSON_PUNCH; } virtual float GetRecoil( void ) { return 2.15f; } private: CWeaponThompson( const CWeaponThompson & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponThompson, DT_WeaponThompson ) BEGIN_NETWORK_TABLE( CWeaponThompson, DT_WeaponThompson ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponThompson ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_thompson, CWeaponThompson ); PRECACHE_WEAPON_REGISTER( weapon_thompson ); acttable_t CWeaponThompson::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_TOMMY, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_TOMMY, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_TOMMY, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_TOMMY, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_TOMMY, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_TOMMY, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_TOMMY, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_TOMMY, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_TOMMY, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_TOMMY, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_TOMMY, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_TOMMY, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_TOMMY, false }, { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_TOMMY, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_TOMMY, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_TOMMY, false }, { ACT_RANGE_ATTACK2, ACT_DOD_SECONDARYATTACK_TOMMY, false }, { ACT_DOD_SECONDARYATTACK_CROUCH, ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY, false }, { ACT_DOD_SECONDARYATTACK_PRONE, ACT_DOD_SECONDARYATTACK_PRONE_TOMMY, false }, { ACT_RELOAD, ACT_DOD_RELOAD_TOMMY, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_TOMMY, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_TOMMY, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_TOMMY, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_TOMMY, false }, }; IMPLEMENT_ACTTABLE( CWeaponThompson );