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

259 lines
11 KiB
C++

#include "cbase.h"
#include "weapon_alyxgunCustom.h"
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST(CWeaponAlyxGunC1, DT_WeaponAlyxGunC1)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_alyxgunCustom1, CWeaponAlyxGunC1);
PRECACHE_WEAPON_REGISTER(weapon_alyxgunCustom1);
BEGIN_DATADESC(CWeaponAlyxGunC1)
END_DATADESC()
acttable_t CWeaponAlyxGunC1::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
{ ACT_IDLE, ACT_IDLE_PISTOL, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
//End readiness activities
// Crouch activities
{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
{ ACT_CROUCHIDLE_AIM_STIMULATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
// Readiness translations
{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
};
IMPLEMENT_ACTTABLE(CWeaponAlyxGunC1);
IMPLEMENT_SERVERCLASS_ST(CWeaponAlyxGunC2, DT_WeaponAlyxGunC2)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_alyxgunCustom2, CWeaponAlyxGunC2);
PRECACHE_WEAPON_REGISTER(weapon_alyxgunCustom2);
BEGIN_DATADESC(CWeaponAlyxGunC2)
END_DATADESC()
acttable_t CWeaponAlyxGunC2::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
{ ACT_IDLE, ACT_IDLE_PISTOL, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
//End readiness activities
// Crouch activities
{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
{ ACT_CROUCHIDLE_AIM_STIMULATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
// Readiness translations
{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
};
IMPLEMENT_ACTTABLE(CWeaponAlyxGunC2);
IMPLEMENT_SERVERCLASS_ST(CWeaponAlyxGunC3, DT_WeaponAlyxGunC3)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_alyxgunCustom3, CWeaponAlyxGunC3);
PRECACHE_WEAPON_REGISTER(weapon_alyxgunCustom3);
BEGIN_DATADESC(CWeaponAlyxGunC3)
END_DATADESC()
acttable_t CWeaponAlyxGunC3::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
{ ACT_IDLE, ACT_IDLE_PISTOL, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
//End readiness activities
// Crouch activities
{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
{ ACT_CROUCHIDLE_AIM_STIMULATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
// Readiness translations
{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
};
IMPLEMENT_ACTTABLE(CWeaponAlyxGunC3);