#include "cbase.h" #include "weapon_shockCustom.h" #include "tier0/memdbgon.h" /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// IMPLEMENT_SERVERCLASS_ST(CWeaponShockRifleC1, DT_WeaponShockRifleC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_shockCustom1, CWeaponShockRifleC1); PRECACHE_WEAPON_REGISTER(weapon_shockCustom1); BEGIN_DATADESC(CWeaponShockRifleC1) END_DATADESC() acttable_t CWeaponShockRifleC1::m_acttable[] = { { 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 }, { ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false }, { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, { ACT_RUN, ACT_RUN_RIFLE, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, { ACT_IDLE, ACT_IDLE_SMG1, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true }, //{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SMG1, true }, { ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true }, { ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false }, { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, { ACT_WALK, ACT_WALK_RIFLE, false }, }; IMPLEMENT_ACTTABLE(CWeaponShockRifleC1); /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// IMPLEMENT_SERVERCLASS_ST(CWeaponShockRifleC2, DT_WeaponShockRifleC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_shockCustom2, CWeaponShockRifleC2); PRECACHE_WEAPON_REGISTER(weapon_shockCustom2); BEGIN_DATADESC(CWeaponShockRifleC2) END_DATADESC() acttable_t CWeaponShockRifleC2::m_acttable[] = { { 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 }, { ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false }, { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, { ACT_RUN, ACT_RUN_RIFLE, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, { ACT_IDLE, ACT_IDLE_SMG1, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true }, //{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SMG1, true }, { ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true }, { ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false }, { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, { ACT_WALK, ACT_WALK_RIFLE, false }, }; IMPLEMENT_ACTTABLE(CWeaponShockRifleC2); /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// IMPLEMENT_SERVERCLASS_ST(CWeaponShockRifleC3, DT_WeaponShockRifleC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_shockCustom3, CWeaponShockRifleC3); PRECACHE_WEAPON_REGISTER(weapon_shockCustom3); BEGIN_DATADESC(CWeaponShockRifleC3) END_DATADESC() acttable_t CWeaponShockRifleC3::m_acttable[] = { { 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 }, { ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false }, { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, { ACT_RUN, ACT_RUN_RIFLE, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, { ACT_IDLE, ACT_IDLE_SMG1, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true }, //{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SMG1, true }, { ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true }, { ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false }, { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, { ACT_WALK, ACT_WALK_RIFLE, false }, }; IMPLEMENT_ACTTABLE(CWeaponShockRifleC3); /////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////