Files
HL2Overcharged/game/server/overcharged/CustomWeapons/weapon_cguardCustom.cpp
2025-05-21 21:20:08 +03:00

230 lines
8.5 KiB
C++

#include "cbase.h"
#include "weapon_cguardCustom.h"
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST(CWeaponCGuardC1, DT_WeaponCGuardC1)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_cguardCustom1, CWeaponCGuardC1);
PRECACHE_WEAPON_REGISTER(weapon_cguardCustom1);
BEGIN_DATADESC(CWeaponCGuardC1)
END_DATADESC()
acttable_t CWeaponCGuardC1::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
{ ACT_IDLE, ACT_IDLE_SMG1, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE(CWeaponCGuardC1);
IMPLEMENT_SERVERCLASS_ST(CWeaponCGuardC2, DT_WeaponCGuardC2)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_cguardCustom2, CWeaponCGuardC2);
PRECACHE_WEAPON_REGISTER(weapon_cguardCustom2);
BEGIN_DATADESC(CWeaponCGuardC2)
END_DATADESC()
acttable_t CWeaponCGuardC2::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
{ ACT_IDLE, ACT_IDLE_SMG1, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE(CWeaponCGuardC2);
IMPLEMENT_SERVERCLASS_ST(CWeaponCGuardC3, DT_WeaponCGuardC3)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_cguardCustom3, CWeaponCGuardC3);
PRECACHE_WEAPON_REGISTER(weapon_cguardCustom3);
BEGIN_DATADESC(CWeaponCGuardC3)
END_DATADESC()
acttable_t CWeaponCGuardC3::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
{ ACT_IDLE, ACT_IDLE_SMG1, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE(CWeaponCGuardC3);