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

100 lines
2.9 KiB
C++

#include "cbase.h"
#include "weapon_fragCustom.h"
#include "tier0/memdbgon.h"
BEGIN_DATADESC(CWeaponFragC1)
END_DATADESC()
acttable_t CWeaponFragC1::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponFragC1);
IMPLEMENT_SERVERCLASS_ST(CWeaponFragC1, DT_WeaponFragC1)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_fragCustom1, CWeaponFragC1);
PRECACHE_WEAPON_REGISTER(weapon_fragCustom1);
BEGIN_DATADESC(CWeaponFragC2)
END_DATADESC()
acttable_t CWeaponFragC2::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponFragC2);
IMPLEMENT_SERVERCLASS_ST(CWeaponFragC2, DT_WeaponFragC2)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_fragCustom2, CWeaponFragC2);
PRECACHE_WEAPON_REGISTER(weapon_fragCustom2);
BEGIN_DATADESC(CWeaponFragC3)
END_DATADESC()
acttable_t CWeaponFragC3::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponFragC3);
IMPLEMENT_SERVERCLASS_ST(CWeaponFragC3, DT_WeaponFragC3)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_fragCustom3, CWeaponFragC3);
PRECACHE_WEAPON_REGISTER(weapon_fragCustom3);