#include "cbase.h" #include "asw_weapon_flashlight_shared.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_asw_player.h" #include "c_asw_weapon.h" #include "c_asw_marine.h" #else #include "asw_marine.h" #include "asw_player.h" #include "asw_weapon.h" #include "npcevent.h" #include "asw_gamerules.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Flashlight, DT_ASW_Weapon_Flashlight ) BEGIN_NETWORK_TABLE( CASW_Weapon_Flashlight, DT_ASW_Weapon_Flashlight ) #ifdef CLIENT_DLL // recvprops #else // sendprops #endif END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CASW_Weapon_Flashlight ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( asw_weapon_flashlight, CASW_Weapon_Flashlight ); PRECACHE_WEAPON_REGISTER(asw_weapon_flashlight); #ifndef CLIENT_DLL //--------------------------------------------------------- // Save/Restore //--------------------------------------------------------- BEGIN_DATADESC( CASW_Weapon_Flashlight ) END_DATADESC() #endif /* not client */ CASW_Weapon_Flashlight::CASW_Weapon_Flashlight() { } CASW_Weapon_Flashlight::~CASW_Weapon_Flashlight() { } //----------------------------------------------------------------------------- // Purpose: // Output : Activity //----------------------------------------------------------------------------- Activity CASW_Weapon_Flashlight::GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; } #ifndef CLIENT_DLL void CASW_Weapon_Flashlight::MarineDropped(CASW_Marine* pMarine) { pMarine->FlashlightTurnOff(); BaseClass::MarineDropped(pMarine); } void CASW_Weapon_Flashlight::Equip( CBaseCombatCharacter *pOwner ) { BaseClass::Equip(pOwner); CASW_Marine* pMarine = CASW_Marine::AsMarine( pOwner ); if (pMarine) { pMarine->FlashlightTurnOn(); } } #endif // not client void CASW_Weapon_Flashlight::PrimaryAttack( void ) { // do nothing } void CASW_Weapon_Flashlight::Precache() { BaseClass::Precache(); }