#include "cbase.h" #include "weapon_sporeCustom.h" #include "tier0/memdbgon.h" IMPLEMENT_SERVERCLASS_ST(CWeaponSporeLauncherC1, DT_WeaponSporeLauncherC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_sporeCustom1, CWeaponSporeLauncherC1); PRECACHE_WEAPON_REGISTER(weapon_sporeCustom1); BEGIN_DATADESC(CWeaponSporeLauncherC1) END_DATADESC() acttable_t CWeaponSporeLauncherC1::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, // Light Kill : MP animstate for singleplayer { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false }, //{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SHOTGUN, false }, { ACT_WALK, ACT_WALK_RIFLE, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true }, // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims { 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 // Readiness activities (aiming) { 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 //End readiness activities { ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true }, { 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_AIM, ACT_RUN_AIM_SHOTGUN, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false }, }; IMPLEMENT_ACTTABLE(CWeaponSporeLauncherC1); IMPLEMENT_SERVERCLASS_ST(CWeaponSporeLauncherC2, DT_WeaponSporeLauncherC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_sporeCustom2, CWeaponSporeLauncherC2); PRECACHE_WEAPON_REGISTER(weapon_sporeCustom2); BEGIN_DATADESC(CWeaponSporeLauncherC2) END_DATADESC() acttable_t CWeaponSporeLauncherC2::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, // Light Kill : MP animstate for singleplayer { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false }, //{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SHOTGUN, false }, { ACT_WALK, ACT_WALK_RIFLE, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true }, // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims { 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 // Readiness activities (aiming) { 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 //End readiness activities { ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true }, { 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_AIM, ACT_RUN_AIM_SHOTGUN, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false }, }; IMPLEMENT_ACTTABLE(CWeaponSporeLauncherC2); IMPLEMENT_SERVERCLASS_ST(CWeaponSporeLauncherC3, DT_WeaponSporeLauncherC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_sporeCustom3, CWeaponSporeLauncherC3); PRECACHE_WEAPON_REGISTER(weapon_sporeCustom3); BEGIN_DATADESC(CWeaponSporeLauncherC3) END_DATADESC() acttable_t CWeaponSporeLauncherC3::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, // Light Kill : MP animstate for singleplayer { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false }, //{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, { ACT_RELOAD, ACT_RELOAD_SHOTGUN, false }, { ACT_WALK, ACT_WALK_RIFLE, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true }, // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims { 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 // Readiness activities (aiming) { 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 //End readiness activities { ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true }, { 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_AIM, ACT_RUN_AIM_SHOTGUN, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true }, { ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false }, }; IMPLEMENT_ACTTABLE(CWeaponSporeLauncherC3);