#include "cbase.h" #include "weapon_annabelleCustom.h" #include "tier0/memdbgon.h" IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelleC1, DT_WeaponAnnabelleC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_annabelleCustom1, CWeaponAnnabelleC1); PRECACHE_WEAPON_REGISTER(weapon_annabelleCustom1); BEGIN_DATADESC(CWeaponAnnabelleC1) END_DATADESC() acttable_t CWeaponAnnabelleC1::m_acttable[] = { { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SMG1, true }, { ACT_WALK, ACT_WALK_RIFLE, true }, { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false }, { ACT_RUN, ACT_RUN_RIFLE, true }, { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false }, }; IMPLEMENT_ACTTABLE(CWeaponAnnabelleC1); IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelleC2, DT_WeaponAnnabelleC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_annabelleCustom2, CWeaponAnnabelleC2); PRECACHE_WEAPON_REGISTER(weapon_annabelleCustom2); BEGIN_DATADESC(CWeaponAnnabelleC2) END_DATADESC() acttable_t CWeaponAnnabelleC2::m_acttable[] = { { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SMG1, true }, { ACT_WALK, ACT_WALK_RIFLE, true }, { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false }, { ACT_RUN, ACT_RUN_RIFLE, true }, { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false }, }; IMPLEMENT_ACTTABLE(CWeaponAnnabelleC2); IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelleC3, DT_WeaponAnnabelleC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_annabelleCustom3, CWeaponAnnabelleC3); PRECACHE_WEAPON_REGISTER(weapon_annabelleCustom3); BEGIN_DATADESC(CWeaponAnnabelleC3) END_DATADESC() acttable_t CWeaponAnnabelleC3::m_acttable[] = { { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SMG1, true }, { ACT_WALK, ACT_WALK_RIFLE, true }, { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false }, { ACT_RUN, ACT_RUN_RIFLE, true }, { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false }, }; IMPLEMENT_ACTTABLE(CWeaponAnnabelleC3);