#include "cbase.h" #include "weapon_crowbarCustom.h" #include "tier0/memdbgon.h" IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbarC1, DT_WeaponCrowbarC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_crowbarCustom1, CWeaponCrowbarC1); PRECACHE_WEAPON_REGISTER(weapon_crowbarCustom1); acttable_t CWeaponCrowbarC1::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_RELAXED, ACT_IDLE, false }, { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponCrowbarC1); IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbarC2, DT_WeaponCrowbarC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_crowbarCustom2, CWeaponCrowbarC2); PRECACHE_WEAPON_REGISTER(weapon_crowbarCustom2); acttable_t CWeaponCrowbarC2::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_RELAXED, ACT_IDLE, false }, { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponCrowbarC2); IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbarC3, DT_WeaponCrowbarC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_crowbarCustom3, CWeaponCrowbarC3); PRECACHE_WEAPON_REGISTER(weapon_crowbarCustom3); acttable_t CWeaponCrowbarC3::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false }, { ACT_IDLE_RELAXED, ACT_IDLE, false }, { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponCrowbarC3);