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Added Alyx gun readiness activities to weapon_pistol/weapon_357 and default walk/run activities to weapon_alyxgun
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@ -105,6 +105,54 @@ acttable_t CWeapon357::m_acttable[] =
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, false },
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{ ACT_WALK, ACT_WALK_PISTOL, false },
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{ ACT_RUN, ACT_RUN_PISTOL, false },
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//
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// Activities ported from weapon_alyxgun below
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//
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
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{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
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{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
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{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
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{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
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{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
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{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
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{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
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{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
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{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
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//End readiness activities
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// Crouch activities
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{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
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{ ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
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{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
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// Readiness translations
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{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
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{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
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{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
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{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
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};
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@ -37,6 +37,11 @@ acttable_t CWeaponAlyxGun::m_acttable[] =
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{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
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#ifdef MAPBASE
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// For non-Alyx NPCs
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{ ACT_WALK, ACT_WALK_PISTOL, false },
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{ ACT_RUN, ACT_RUN_PISTOL, false },
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#endif
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims
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@ -149,6 +149,56 @@ acttable_t CWeaponPistol::m_acttable[] =
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, false },
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{ ACT_WALK, ACT_WALK_PISTOL, false },
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{ ACT_RUN, ACT_RUN_PISTOL, false },
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#ifdef MAPBASE
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//
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// Activities ported from weapon_alyxgun below
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//
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
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{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
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{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
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{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
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{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
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{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
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{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
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{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
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{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
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{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
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//End readiness activities
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// Crouch activities
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{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
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{ ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
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{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
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// Readiness translations
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{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
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{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
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{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
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{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
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#endif
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};
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