mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-04 11:44:45 +03:00
207 lines
9.3 KiB
C++
207 lines
9.3 KiB
C++
#include "cbase.h"
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#include "weapon_shockCustom.h"
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#include "tier0/memdbgon.h"
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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IMPLEMENT_SERVERCLASS_ST(CWeaponShockRifleC1, DT_WeaponShockRifleC1)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_shockCustom1, CWeaponShockRifleC1);
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PRECACHE_WEAPON_REGISTER(weapon_shockCustom1);
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BEGIN_DATADESC(CWeaponShockRifleC1)
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END_DATADESC()
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acttable_t CWeaponShockRifleC1::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
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{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_IDLE, ACT_IDLE_SMG1, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true },
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//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_WALK, ACT_WALK_RIFLE, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponShockRifleC1);
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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IMPLEMENT_SERVERCLASS_ST(CWeaponShockRifleC2, DT_WeaponShockRifleC2)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_shockCustom2, CWeaponShockRifleC2);
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PRECACHE_WEAPON_REGISTER(weapon_shockCustom2);
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BEGIN_DATADESC(CWeaponShockRifleC2)
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END_DATADESC()
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acttable_t CWeaponShockRifleC2::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
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{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_IDLE, ACT_IDLE_SMG1, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true },
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//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_WALK, ACT_WALK_RIFLE, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponShockRifleC2);
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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IMPLEMENT_SERVERCLASS_ST(CWeaponShockRifleC3, DT_WeaponShockRifleC3)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_shockCustom3, CWeaponShockRifleC3);
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PRECACHE_WEAPON_REGISTER(weapon_shockCustom3);
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BEGIN_DATADESC(CWeaponShockRifleC3)
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END_DATADESC()
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acttable_t CWeaponShockRifleC3::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
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{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_IDLE, ACT_IDLE_SMG1, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true },
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//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_WALK, ACT_WALK_RIFLE, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponShockRifleC3);
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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