mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-04 11:44:45 +03:00
127 lines
4.0 KiB
C++
127 lines
4.0 KiB
C++
#include "cbase.h"
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#include "weapon_rpgCustom.h"
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#include "tier0/memdbgon.h"
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BEGIN_DATADESC(CWeaponRPGC1)
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CWeaponRPGC1, DT_WeaponRPGC1)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_rpgCustom1, CWeaponRPGC1);
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PRECACHE_WEAPON_REGISTER(weapon_rpgCustom1);
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acttable_t CWeaponRPGC1::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true },
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{ ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true },
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{ ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_IDLE, ACT_IDLE_RPG, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_WALK, ACT_WALK_RPG, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RPG, true },
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{ ACT_RUN, ACT_RUN_RPG, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true },
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{ ACT_COVER_LOW, ACT_COVER_LOW_RPG, true },
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false }, // L1ght 15 : Anims update
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponRPGC1);
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BEGIN_DATADESC(CWeaponRPGC2)
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CWeaponRPGC2, DT_WeaponRPGC2)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_rpgCustom2, CWeaponRPGC2);
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PRECACHE_WEAPON_REGISTER(weapon_rpgCustom2);
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acttable_t CWeaponRPGC2::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true },
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{ ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true },
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{ ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_IDLE, ACT_IDLE_RPG, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_WALK, ACT_WALK_RPG, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RPG, true },
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{ ACT_RUN, ACT_RUN_RPG, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true },
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{ ACT_COVER_LOW, ACT_COVER_LOW_RPG, true },
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponRPGC2);
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BEGIN_DATADESC(CWeaponRPGC3)
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CWeaponRPGC3, DT_WeaponRPGC3)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_rpgCustom3, CWeaponRPGC3);
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PRECACHE_WEAPON_REGISTER(weapon_rpgCustom3);
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acttable_t CWeaponRPGC3::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true },
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{ ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true },
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{ ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_IDLE, ACT_IDLE_RPG, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_RPG, true },
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{ ACT_WALK, ACT_WALK_RPG, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RPG, true },
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{ ACT_RUN, ACT_RUN_RPG, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true },
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{ ACT_COVER_LOW, ACT_COVER_LOW_RPG, true },
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponRPGC3); |