mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-06 10:10:03 +03:00
132 lines
4.6 KiB
C++
132 lines
4.6 KiB
C++
#include "cbase.h"
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#include "weapon_annabelleCustom.h"
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#include "tier0/memdbgon.h"
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IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelleC1, DT_WeaponAnnabelleC1)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_annabelleCustom1, CWeaponAnnabelleC1);
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PRECACHE_WEAPON_REGISTER(weapon_annabelleCustom1);
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BEGIN_DATADESC(CWeaponAnnabelleC1)
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END_DATADESC()
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acttable_t CWeaponAnnabelleC1::m_acttable[] =
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{
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponAnnabelleC1);
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IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelleC2, DT_WeaponAnnabelleC2)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_annabelleCustom2, CWeaponAnnabelleC2);
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PRECACHE_WEAPON_REGISTER(weapon_annabelleCustom2);
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BEGIN_DATADESC(CWeaponAnnabelleC2)
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END_DATADESC()
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acttable_t CWeaponAnnabelleC2::m_acttable[] =
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{
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponAnnabelleC2);
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IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelleC3, DT_WeaponAnnabelleC3)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_annabelleCustom3, CWeaponAnnabelleC3);
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PRECACHE_WEAPON_REGISTER(weapon_annabelleCustom3);
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BEGIN_DATADESC(CWeaponAnnabelleC3)
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END_DATADESC()
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acttable_t CWeaponAnnabelleC3::m_acttable[] =
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{
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponAnnabelleC3); |