mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-10 06:09:42 +03:00
99 lines
4.7 KiB
C++
99 lines
4.7 KiB
C++
#include "cbase.h"
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#include "weapon_knifeCustom.h"
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#include "tier0/memdbgon.h"
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC1, DT_WeaponKnifeC1)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_knifeCustom1, CWeaponKnifeC1);
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PRECACHE_WEAPON_REGISTER(weapon_knifeCustom1);
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BEGIN_DATADESC(CWeaponKnifeC1)
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END_DATADESC()
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acttable_t CWeaponKnifeC1::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, // END
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{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
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{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
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{ ACT_RUN_RELAXED, ACT_RUN, false },
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{ ACT_WALK_RELAXED, ACT_WALK, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponKnifeC1);
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC2, DT_WeaponKnifeC2)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_knifeCustom2, CWeaponKnifeC2);
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PRECACHE_WEAPON_REGISTER(weapon_knifeCustom2);
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BEGIN_DATADESC(CWeaponKnifeC2)
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END_DATADESC()
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acttable_t CWeaponKnifeC2::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, // END
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{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
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{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
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{ ACT_RUN_RELAXED, ACT_RUN, false },
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{ ACT_WALK_RELAXED, ACT_WALK, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponKnifeC2);
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC3, DT_WeaponKnifeC3)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_knifeCustom3, CWeaponKnifeC3);
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PRECACHE_WEAPON_REGISTER(weapon_knifeCustom3);
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BEGIN_DATADESC(CWeaponKnifeC3)
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END_DATADESC()
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acttable_t CWeaponKnifeC3::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, // END
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{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
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{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
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{ ACT_RUN_RELAXED, ACT_RUN, false },
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{ ACT_WALK_RELAXED, ACT_WALK, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponKnifeC3);
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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