#include "cbase.h" #include "weapon_rpgCustom.h" #include "tier0/memdbgon.h" BEGIN_DATADESC(CWeaponRPGC1) END_DATADESC() IMPLEMENT_SERVERCLASS_ST(CWeaponRPGC1, DT_WeaponRPGC1) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_rpgCustom1, CWeaponRPGC1); PRECACHE_WEAPON_REGISTER(weapon_rpgCustom1); acttable_t CWeaponRPGC1::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true }, { ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true }, { ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_RPG, true }, { ACT_IDLE, ACT_IDLE_RPG, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_RPG, true }, { ACT_WALK, ACT_WALK_RPG, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RPG, true }, { ACT_RUN, ACT_RUN_RPG, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true }, { ACT_COVER_LOW, ACT_COVER_LOW_RPG, true }, { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false }, // L1ght 15 : Anims update { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false }, }; IMPLEMENT_ACTTABLE(CWeaponRPGC1); BEGIN_DATADESC(CWeaponRPGC2) END_DATADESC() IMPLEMENT_SERVERCLASS_ST(CWeaponRPGC2, DT_WeaponRPGC2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_rpgCustom2, CWeaponRPGC2); PRECACHE_WEAPON_REGISTER(weapon_rpgCustom2); acttable_t CWeaponRPGC2::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true }, { ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true }, { ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_RPG, true }, { ACT_IDLE, ACT_IDLE_RPG, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_RPG, true }, { ACT_WALK, ACT_WALK_RPG, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RPG, true }, { ACT_RUN, ACT_RUN_RPG, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true }, { ACT_COVER_LOW, ACT_COVER_LOW_RPG, true }, { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false }, { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false }, }; IMPLEMENT_ACTTABLE(CWeaponRPGC2); BEGIN_DATADESC(CWeaponRPGC3) END_DATADESC() IMPLEMENT_SERVERCLASS_ST(CWeaponRPGC3, DT_WeaponRPGC3) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_rpgCustom3, CWeaponRPGC3); PRECACHE_WEAPON_REGISTER(weapon_rpgCustom3); acttable_t CWeaponRPGC3::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true }, { ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true }, { ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_RPG, true }, { ACT_IDLE, ACT_IDLE_RPG, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_RPG, true }, { ACT_WALK, ACT_WALK_RPG, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RPG, true }, { ACT_RUN, ACT_RUN_RPG, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true }, { ACT_COVER_LOW, ACT_COVER_LOW_RPG, true }, { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false }, { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false }, }; IMPLEMENT_ACTTABLE(CWeaponRPGC3);