#include "cbase.h" #include "weapon_knifeCustom.h" #include "tier0/memdbgon.h" /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC1, DT_WeaponKnifeC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_knifeCustom1, CWeaponKnifeC1); PRECACHE_WEAPON_REGISTER(weapon_knifeCustom1); BEGIN_DATADESC(CWeaponKnifeC1) END_DATADESC() acttable_t CWeaponKnifeC1::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer { 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 }, // END { 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 }, // L1ght 15 : Anims update { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponKnifeC1); /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC2, DT_WeaponKnifeC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_knifeCustom2, CWeaponKnifeC2); PRECACHE_WEAPON_REGISTER(weapon_knifeCustom2); BEGIN_DATADESC(CWeaponKnifeC2) END_DATADESC() acttable_t CWeaponKnifeC2::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer { 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 }, // END { 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 }, // L1ght 15 : Anims update { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponKnifeC2); /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC3, DT_WeaponKnifeC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_knifeCustom3, CWeaponKnifeC3); PRECACHE_WEAPON_REGISTER(weapon_knifeCustom3); BEGIN_DATADESC(CWeaponKnifeC3) END_DATADESC() acttable_t CWeaponKnifeC3::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer { 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 }, // END { 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 }, // L1ght 15 : Anims update { ACT_RUN_RELAXED, ACT_RUN, false }, { ACT_WALK_RELAXED, ACT_WALK, false }, }; IMPLEMENT_ACTTABLE(CWeaponKnifeC3); /////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////