#include "cbase.h" #include "weapon_alyxgunCustom.h" #include "tier0/memdbgon.h" IMPLEMENT_SERVERCLASS_ST(CWeaponAlyxGunC1, DT_WeaponAlyxGunC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_alyxgunCustom1, CWeaponAlyxGunC1); PRECACHE_WEAPON_REGISTER(weapon_alyxgunCustom1); BEGIN_DATADESC(CWeaponAlyxGunC1) END_DATADESC() acttable_t CWeaponAlyxGunC1::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, { ACT_IDLE, ACT_IDLE_PISTOL, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, { ACT_RELOAD, ACT_RELOAD_PISTOL, true }, { ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true }, { ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true }, { ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL, true }, { ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true }, // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false }, { ACT_RUN_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false }, // Readiness activities (aiming) { ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims //End readiness activities // Crouch activities { ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false }, { ACT_CROUCHIDLE_AIM_STIMULATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims { ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims // Readiness translations { ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false }, { ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false }, { ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false }, { ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false }, }; IMPLEMENT_ACTTABLE(CWeaponAlyxGunC1); IMPLEMENT_SERVERCLASS_ST(CWeaponAlyxGunC2, DT_WeaponAlyxGunC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_alyxgunCustom2, CWeaponAlyxGunC2); PRECACHE_WEAPON_REGISTER(weapon_alyxgunCustom2); BEGIN_DATADESC(CWeaponAlyxGunC2) END_DATADESC() acttable_t CWeaponAlyxGunC2::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, { ACT_IDLE, ACT_IDLE_PISTOL, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, { ACT_RELOAD, ACT_RELOAD_PISTOL, true }, { ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true }, { ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true }, { ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL, true }, { ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true }, // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false }, { ACT_RUN_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false }, // Readiness activities (aiming) { ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims //End readiness activities // Crouch activities { ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false }, { ACT_CROUCHIDLE_AIM_STIMULATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims { ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims // Readiness translations { ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false }, { ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false }, { ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false }, { ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false }, }; IMPLEMENT_ACTTABLE(CWeaponAlyxGunC2); IMPLEMENT_SERVERCLASS_ST(CWeaponAlyxGunC3, DT_WeaponAlyxGunC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_alyxgunCustom3, CWeaponAlyxGunC3); PRECACHE_WEAPON_REGISTER(weapon_alyxgunCustom3); BEGIN_DATADESC(CWeaponAlyxGunC3) END_DATADESC() acttable_t CWeaponAlyxGunC3::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, { ACT_IDLE, ACT_IDLE_PISTOL, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, { ACT_RELOAD, ACT_RELOAD_PISTOL, true }, { ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true }, { ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true }, { ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL, true }, { ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true }, // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false }, { ACT_RUN_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false }, // Readiness activities (aiming) { ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims //End readiness activities // Crouch activities { ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false }, { ACT_CROUCHIDLE_AIM_STIMULATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims { ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims // Readiness translations { ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false }, { ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false }, { ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false }, { ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false }, }; IMPLEMENT_ACTTABLE(CWeaponAlyxGunC3);