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

99 lines
4.7 KiB
C++

#include "cbase.h"
#include "weapon_knifeCustom.h"
#include "tier0/memdbgon.h"
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC1, DT_WeaponKnifeC1)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_knifeCustom1, CWeaponKnifeC1);
PRECACHE_WEAPON_REGISTER(weapon_knifeCustom1);
BEGIN_DATADESC(CWeaponKnifeC1)
END_DATADESC()
acttable_t CWeaponKnifeC1::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, // END
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponKnifeC1);
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC2, DT_WeaponKnifeC2)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_knifeCustom2, CWeaponKnifeC2);
PRECACHE_WEAPON_REGISTER(weapon_knifeCustom2);
BEGIN_DATADESC(CWeaponKnifeC2)
END_DATADESC()
acttable_t CWeaponKnifeC2::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, // END
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponKnifeC2);
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
IMPLEMENT_SERVERCLASS_ST(CWeaponKnifeC3, DT_WeaponKnifeC3)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_knifeCustom3, CWeaponKnifeC3);
PRECACHE_WEAPON_REGISTER(weapon_knifeCustom3);
BEGIN_DATADESC(CWeaponKnifeC3)
END_DATADESC()
acttable_t CWeaponKnifeC3::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, // Light Kill : MP animstate for singleplayer
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false }, // END
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponKnifeC3);
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////