diff --git a/mp/src/game/shared/hl2mp/weapon_smg1.cpp b/mp/src/game/shared/hl2mp/weapon_smg1.cpp index 45ef4e27b..bca16c3e2 100644 --- a/mp/src/game/shared/hl2mp/weapon_smg1.cpp +++ b/mp/src/game/shared/hl2mp/weapon_smg1.cpp @@ -1,4 +1,4 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// +//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // @@ -62,15 +62,19 @@ public: const WeaponProficiencyInfo_t *GetProficiencyValues(); - DECLARE_ACTTABLE(); -#ifdef SecobMod__Enable_Fixed_Multiplayer_AI + + #ifndef CLIENT_DLL + DECLARE_ACTTABLE(); + +#ifdef SecobMod__Enable_Fixed_Multiplayer_AI int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir ); void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ); -#endif #endif //SecobMod__Enable_Fixed_Multiplayer_AI +#endif + protected: Vector m_vecTossVelocity; @@ -91,8 +95,8 @@ END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 ); PRECACHE_WEAPON_REGISTER(weapon_smg1); -//SecobMod__IFDEF_Fixes -/*#ifndef CLIENT_DLL*/ +#ifndef CLIENT_DLL + acttable_t CWeaponSMG1::m_acttable[] = { { ACT_MP_STAND_IDLE, ACT_HL2MP_IDLE_SMG1, false }, @@ -108,8 +112,7 @@ acttable_t CWeaponSMG1::m_acttable[] = { ACT_MP_RELOAD_CROUCH, ACT_HL2MP_GESTURE_RELOAD_SMG1, false }, { ACT_MP_JUMP, ACT_HL2MP_JUMP_SMG1, false }, -#ifdef SecobMod__Enable_Fixed_Multiplayer_AI - +//SecobMod__Information These are the old act lines, required for our player models animations. { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false }, @@ -117,7 +120,8 @@ acttable_t CWeaponSMG1::m_acttable[] = { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG1, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false }, - { ACT_RANGE_ATTACK1, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false }, +#ifdef SecobMod__Enable_Fixed_Multiplayer_AI + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false }, // HL2 { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true }, @@ -179,7 +183,8 @@ acttable_t CWeaponSMG1::m_acttable[] = }; IMPLEMENT_ACTTABLE(CWeaponSMG1); -//#endif //CLIENT_DLL +#endif //not clientdll. + //========================================================= CWeaponSMG1::CWeaponSMG1( ) @@ -187,6 +192,7 @@ CWeaponSMG1::CWeaponSMG1( ) m_fMinRange1 = 0;// No minimum range. m_fMaxRange1 = 1400; } + #ifdef SecobMod__Enable_Fixed_Multiplayer_AI #ifndef CLIENT_DLL //----------------------------------------------------------------------------- @@ -337,6 +343,8 @@ bool CWeaponSMG1::Reload( void ) m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime; WeaponSound( RELOAD ); +// ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD ); + } return fRet; @@ -408,6 +416,9 @@ void CWeaponSMG1::SecondaryAttack( void ) // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); + //Tony; TODO SECONDARY! +// ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); + // Decrease ammo pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType ); @@ -417,6 +428,7 @@ void CWeaponSMG1::SecondaryAttack( void ) // Can blow up after a short delay (so have time to release mouse button) m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f; + #ifdef SecobMod__Enable_Fixed_Multiplayer_AI #ifndef CLIENT_DLL // Register a muzzleflash for the AI.