#include "cbase.h" #include "weapon_iceaxeCustom.h" #include "tier0/memdbgon.h" IMPLEMENT_SERVERCLASS_ST(CWeaponIceaxeC1, DT_WeaponIceaxeC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_iceaxeCustom1, CWeaponIceaxeC1); PRECACHE_WEAPON_REGISTER(weapon_iceaxeCustom1); BEGIN_DATADESC(CWeaponIceaxeC1) END_DATADESC() acttable_t CWeaponIceaxeC1::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(CWeaponIceaxeC1); IMPLEMENT_SERVERCLASS_ST(CWeaponIceaxeC2, DT_WeaponIceaxeC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_iceaxeCustom2, CWeaponIceaxeC2); PRECACHE_WEAPON_REGISTER(weapon_iceaxeCustom2); BEGIN_DATADESC(CWeaponIceaxeC2) END_DATADESC() acttable_t CWeaponIceaxeC2::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(CWeaponIceaxeC2); IMPLEMENT_SERVERCLASS_ST(CWeaponIceaxeC3, DT_WeaponIceaxeC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_iceaxeCustom3, CWeaponIceaxeC3); PRECACHE_WEAPON_REGISTER(weapon_iceaxeCustom3); BEGIN_DATADESC(CWeaponIceaxeC3) END_DATADESC() acttable_t CWeaponIceaxeC3::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(CWeaponIceaxeC3);