mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-04 11:44:45 +03:00
216 lines
8.8 KiB
C++
216 lines
8.8 KiB
C++
#include "cbase.h"
|
|
#include "weapon_immolatorCustom.h"
|
|
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeaponImmolatorC1, DT_WeaponImmolatorC1)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_immolatorCustom1, CWeaponImmolatorC1);
|
|
PRECACHE_WEAPON_REGISTER(weapon_immolatorCustom1);
|
|
|
|
BEGIN_DATADESC(CWeaponImmolatorC1)
|
|
|
|
END_DATADESC()
|
|
|
|
acttable_t CWeaponImmolatorC1::m_acttable[] =
|
|
{
|
|
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
|
|
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
|
|
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
|
|
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
|
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
|
|
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
|
|
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
|
|
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END
|
|
|
|
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
|
|
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
|
|
|
|
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
|
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
|
|
|
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
|
|
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
|
|
{ ACT_RUN, ACT_RUN_RIFLE, true },
|
|
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
|
|
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
|
|
|
|
{ ACT_IDLE, ACT_IDLE_SMG1, true },
|
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
|
|
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
|
|
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
|
|
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
|
|
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false },
|
|
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
|
|
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
|
|
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
|
|
{ ACT_WALK, ACT_WALK_RIFLE, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponImmolatorC1);
|
|
|
|
|
|
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeaponImmolatorC2, DT_WeaponImmolatorC2)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_immolatorCustom2, CWeaponImmolatorC2);
|
|
PRECACHE_WEAPON_REGISTER(weapon_immolatorCustom2);
|
|
|
|
BEGIN_DATADESC(CWeaponImmolatorC2)
|
|
|
|
END_DATADESC()
|
|
|
|
acttable_t CWeaponImmolatorC2::m_acttable[] =
|
|
{
|
|
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
|
|
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
|
|
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
|
|
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
|
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
|
|
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
|
|
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
|
|
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END
|
|
|
|
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
|
|
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
|
|
|
|
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
|
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
|
|
|
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
|
|
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
|
|
{ ACT_RUN, ACT_RUN_RIFLE, true },
|
|
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
|
|
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
|
|
|
|
{ ACT_IDLE, ACT_IDLE_SMG1, true },
|
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
|
|
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
|
|
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
|
|
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
|
|
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false },
|
|
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
|
|
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
|
|
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
|
|
{ ACT_WALK, ACT_WALK_RIFLE, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponImmolatorC2);
|
|
|
|
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeaponImmolatorC3, DT_WeaponImmolatorC3)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_immolatorCustom3, CWeaponImmolatorC3);
|
|
PRECACHE_WEAPON_REGISTER(weapon_immolatorCustom3);
|
|
|
|
BEGIN_DATADESC(CWeaponImmolatorC3)
|
|
|
|
END_DATADESC()
|
|
|
|
acttable_t CWeaponImmolatorC3::m_acttable[] =
|
|
{
|
|
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
|
|
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
|
|
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
|
|
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
|
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
|
|
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
|
|
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
|
|
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END
|
|
|
|
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
|
|
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
|
|
|
|
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
|
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
|
|
|
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
|
|
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
|
|
{ ACT_RUN, ACT_RUN_RIFLE, true },
|
|
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
|
|
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
|
|
|
|
{ ACT_IDLE, ACT_IDLE_SMG1, true },
|
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
|
|
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
|
|
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
|
|
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
|
|
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false },
|
|
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
|
|
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
|
|
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
|
|
{ ACT_WALK, ACT_WALK_RIFLE, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponImmolatorC3); |