#include "cbase.h" #include "weapon_fragCustom.h" #include "tier0/memdbgon.h" BEGIN_DATADESC(CWeaponFragC1) END_DATADESC() acttable_t CWeaponFragC1::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true }, { ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponFragC1); IMPLEMENT_SERVERCLASS_ST(CWeaponFragC1, DT_WeaponFragC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_fragCustom1, CWeaponFragC1); PRECACHE_WEAPON_REGISTER(weapon_fragCustom1); BEGIN_DATADESC(CWeaponFragC2) END_DATADESC() acttable_t CWeaponFragC2::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true }, { ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponFragC2); IMPLEMENT_SERVERCLASS_ST(CWeaponFragC2, DT_WeaponFragC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_fragCustom2, CWeaponFragC2); PRECACHE_WEAPON_REGISTER(weapon_fragCustom2); BEGIN_DATADESC(CWeaponFragC3) END_DATADESC() acttable_t CWeaponFragC3::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true }, { ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponFragC3); IMPLEMENT_SERVERCLASS_ST(CWeaponFragC3, DT_WeaponFragC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_fragCustom3, CWeaponFragC3); PRECACHE_WEAPON_REGISTER(weapon_fragCustom3);