mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-08 22:10:27 +03:00
218 lines
8.6 KiB
C++
218 lines
8.6 KiB
C++
#include "cbase.h"
|
|
#include "weapon_displacerCustom.h"
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeapondisplacerC1, DT_WeapondisplacerC1)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_displacerCustom1, CWeapondisplacerC1);
|
|
PRECACHE_WEAPON_REGISTER(weapon_displacerCustom1);
|
|
|
|
BEGIN_DATADESC(CWeapondisplacerC1)
|
|
|
|
END_DATADESC()
|
|
|
|
acttable_t CWeapondisplacerC1::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(CWeapondisplacerC1);
|
|
|
|
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeapondisplacerC2, DT_WeapondisplacerC2)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_displacerCustom2, CWeapondisplacerC2);
|
|
PRECACHE_WEAPON_REGISTER(weapon_displacerCustom2);
|
|
|
|
BEGIN_DATADESC(CWeapondisplacerC2)
|
|
|
|
END_DATADESC()
|
|
|
|
acttable_t CWeapondisplacerC2::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(CWeapondisplacerC2);
|
|
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeapondisplacerC3, DT_WeapondisplacerC3)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_displacerCustom3, CWeapondisplacerC3);
|
|
PRECACHE_WEAPON_REGISTER(weapon_displacerCustom3);
|
|
|
|
BEGIN_DATADESC(CWeapondisplacerC3)
|
|
|
|
END_DATADESC()
|
|
|
|
acttable_t CWeapondisplacerC3::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(CWeapondisplacerC3);
|