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

99 lines
3.1 KiB
C++

#include "cbase.h"
#include "weapon_crowbarCustom.h"
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbarC1, DT_WeaponCrowbarC1)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_crowbarCustom1, CWeaponCrowbarC1);
PRECACHE_WEAPON_REGISTER(weapon_crowbarCustom1);
acttable_t CWeaponCrowbarC1::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
{ 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 },
{ 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 },
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponCrowbarC1);
IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbarC2, DT_WeaponCrowbarC2)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_crowbarCustom2, CWeaponCrowbarC2);
PRECACHE_WEAPON_REGISTER(weapon_crowbarCustom2);
acttable_t CWeaponCrowbarC2::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
{ 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 },
{ 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 },
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponCrowbarC2);
IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbarC3, DT_WeaponCrowbarC3)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_crowbarCustom3, CWeaponCrowbarC3);
PRECACHE_WEAPON_REGISTER(weapon_crowbarCustom3);
acttable_t CWeaponCrowbarC3::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
{ 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 },
{ 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 },
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponCrowbarC3);