Implemented new activities on RPG, crowbar, stunstick, and citizen accessories

This commit is contained in:
Blixibon 2021-10-10 20:07:55 -05:00
parent 6490e89256
commit fcc815512f
4 changed files with 29 additions and 0 deletions

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@ -23,6 +23,13 @@ acttable_t CWeaponCitizenPackage::m_acttable[] =
{
{ ACT_IDLE, ACT_IDLE_PACKAGE, false },
{ ACT_WALK, ACT_WALK_PACKAGE, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RUN, ACT_RUN_PACKAGE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_PACKAGE, false },
{ ACT_WALK_AIM, ACT_WALK_PACKAGE, false },
{ ACT_RUN_AIM, ACT_RUN_PACKAGE, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponCitizenPackage);
@ -70,5 +77,12 @@ acttable_t CWeaponCitizenSuitcase::m_acttable[] =
{
{ ACT_IDLE, ACT_IDLE_SUITCASE, false },
{ ACT_WALK, ACT_WALK_SUITCASE, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RUN, ACT_RUN_SUITCASE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_SUITCASE, false },
{ ACT_WALK_AIM, ACT_WALK_SUITCASE, false },
{ ACT_RUN_AIM, ACT_RUN_SUITCASE, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponCitizenSuitcase);

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@ -42,6 +42,11 @@ acttable_t CWeaponCrowbar::m_acttable[] =
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
// Just so we don't have to implement more activities, re-use the MP acts
{ ACT_RUN, ACT_MP_RUN_MELEE, false },
{ ACT_WALK, ACT_MP_WALK_MELEE, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponCrowbar);

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@ -1399,6 +1399,10 @@ PRECACHE_WEAPON_REGISTER(weapon_rpg);
acttable_t CWeaponRPG::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_RPG_LOW, false },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_RPG_LOW, false },
#endif
{ ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true },
{ ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true },

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@ -81,6 +81,12 @@ acttable_t CWeaponStunStick::m_acttable[] =
#endif
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, true },
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
// Just so we don't have to implement more activities, re-use the MP acts
{ ACT_IDLE, ACT_MP_STAND_MELEE, false },
{ ACT_RUN, ACT_MP_RUN_MELEE, false },
{ ACT_WALK, ACT_MP_WALK_MELEE, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponStunStick);