//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #include "cbase.h" #include "weapon_sdkbase.h" #if defined( CLIENT_DLL ) #define CWeaponPistol C_WeaponPistol #include "c_sdk_player.h" #else #include "sdk_player.h" #endif class CWeaponPistol : public CWeaponSDKBase { public: DECLARE_CLASS( CWeaponPistol, CWeaponSDKBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponPistol(); virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_PISTOL; } virtual int GetFireMode() const { return FM_SEMIAUTOMATIC; } private: CWeaponPistol( const CWeaponPistol & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol ) BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponPistol ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); PRECACHE_WEAPON_REGISTER( weapon_pistol ); CWeaponPistol::CWeaponPistol() { } //Tony; todo; add ACT_MP_PRONE* activities, so we have them. acttable_t CWeaponPistol::m_acttable[] = { { ACT_MP_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false }, { ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false }, { ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false }, { ACT_MP_RUN, ACT_DOD_RUN_AIM_PISTOL, false }, { ACT_MP_WALK, ACT_DOD_WALK_AIM_PISTOL, false }, { ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_PISTOL, false }, { ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false }, { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false }, { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false }, { ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false }, { ACT_MP_RELOAD_STAND, ACT_DOD_RELOAD_PISTOL, false }, { ACT_MP_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false }, { ACT_MP_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false }, }; IMPLEMENT_ACTTABLE( CWeaponPistol );