//========= Copyright © 2007, Ham and Jam. ==============================//
// Purpose: Bren 303 Mk2 weapon definition
// Notes: This basically duplicates the Mk1 only changine the entity name
// and classname.
// $NoKeywords: $
//=======================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
#include "haj_weapon_bren.h"
#ifdef CLIENT_DLL
#define CWeaponBren2 C_WeaponBren2
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CWeaponBren2 : public CWeaponBren
{
public:
DECLARE_CLASS( CWeaponBren2, CWeaponBren );
CWeaponBren2();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif
private:
CWeaponBren2( const CWeaponBren2 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBren2, DT_WeaponBren2 )
BEGIN_NETWORK_TABLE( CWeaponBren2, DT_WeaponBren2 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponBren2 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_bren2, CWeaponBren2 );
PRECACHE_WEAPON_REGISTER(weapon_bren2);
#ifndef CLIENT_DLL
acttable_t CWeaponBren2::m_acttable[] =
{
{ ACT_HAJ_IDLE, ACT_HAJ_IDLE_BREN, false },
{ ACT_HAJ_IDLE_AIM, ACT_HAJ_IDLE_BREN, false },
{ ACT_HAJ_IDLE_CROUCH, ACT_HAJ_IDLE_CROUCH_BREN, false },
{ ACT_HAJ_IDLE_CROUCH_AIM, ACT_HAJ_IDLE_CROUCH_BREN, false },
{ ACT_HAJ_IDLE_PRONE, ACT_HAJ_IDLE_PRONE_BREN, false },
{ ACT_HAJ_IDLE_PRONE_AIM, ACT_HAJ_IDLE_PRONE_BREN, false },
{ ACT_HAJ_IDLE_PRONE_DEPLOYED, ACT_HAJ_IDLE_PRONE_DEPLOYED_BREN, false },
{ ACT_HAJ_IDLE_PRONE_DEPLOYED_AIM, ACT_HAJ_IDLE_PRONE_DEPLOYED_BREN, false },
{ ACT_HAJ_WALK, ACT_HAJ_WALK_BREN, false },
{ ACT_HAJ_WALK_AIM, ACT_HAJ_WALK_BREN, false },
{ ACT_HAJ_WALK_CROUCH, ACT_HAJ_WALK_CROUCH_BREN, false },
{ ACT_HAJ_WALK_CROUCH_AIM, ACT_HAJ_WALK_CROUCH_BREN, false },
{ ACT_HAJ_RUN, ACT_HAJ_RUN_BREN, false },
{ ACT_HAJ_RUN_AIM, ACT_HAJ_RUN_BREN, false },
{ ACT_HAJ_SPRINT, ACT_HAJ_RUN_BREN, false },
{ ACT_HAJ_MOVE_PRONE, ACT_HAJ_MOVE_PRONE_BREN, false },
{ ACT_HAJ_DEPLOYBIPOD_PRONE, ACT_HAJ_DEPLOYBIPOD_PRONE_BREN, false },
{ ACT_HAJ_UNDEPLOYBIPOD_PRONE, ACT_HAJ_UNDEPLOYBIPOD_PRONE_BREN, false },
{ ACT_HAJ_JUMP, ACT_HAJ_JUMP_BREN, false },
{ ACT_HAJ_GESTURE_ATTACK, ACT_HAJ_GESTURE_ATTACK_BREN, false },
{ ACT_HAJ_GESTURE_ATTACK_CROUCH, ACT_HAJ_GESTURE_ATTACK_CROUCH_BREN, false },
{ ACT_HAJ_GESTURE_ATTACK_PRONE, ACT_HAJ_GESTURE_ATTACK_PRONE_BREN, false },
{ ACT_HAJ_GESTURE_RELOAD, ACT_HAJ_GESTURE_RELOAD_BREN, false },
{ ACT_HAJ_GESTURE_RELOAD_CROUCH, ACT_HAJ_GESTURE_RELOAD_CROUCH_BREN, false },
{ ACT_HAJ_GESTURE_RELOAD_PRONE, ACT_HAJ_GESTURE_RELOAD_PRONE_BREN, false },
};
IMPLEMENT_ACTTABLE(CWeaponBren2);
#endif
//=========================================================
CWeaponBren2::CWeaponBren2()
{
m_fMinRange1 = 0;// No minimum range.
m_fMaxRange1 = 1400;
}