//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#include "cbase.h"
#include "weapon_dodfullauto_punch.h"


#if defined( CLIENT_DLL )

	#define CWeaponThompson C_WeaponThompson

#endif


class CWeaponThompson : public CDODFullAutoPunchWeapon
{
public:
	DECLARE_CLASS( CWeaponThompson, CDODFullAutoPunchWeapon );
	DECLARE_NETWORKCLASS(); 
	DECLARE_PREDICTABLE();
	DECLARE_ACTTABLE();
	
	CWeaponThompson()  {}

	virtual DODWeaponID GetWeaponID( void ) const		{ return WEAPON_THOMPSON; }
	virtual DODWeaponID GetAltWeaponID( void ) const	{ return WEAPON_THOMPSON_PUNCH; }

	virtual float GetRecoil( void ) { return 2.15f; }

private:
	CWeaponThompson( const CWeaponThompson & );
};

IMPLEMENT_NETWORKCLASS_ALIASED( WeaponThompson, DT_WeaponThompson )

BEGIN_NETWORK_TABLE( CWeaponThompson, DT_WeaponThompson )
END_NETWORK_TABLE()

BEGIN_PREDICTION_DATA( CWeaponThompson )
END_PREDICTION_DATA()

LINK_ENTITY_TO_CLASS( weapon_thompson, CWeaponThompson );
PRECACHE_WEAPON_REGISTER( weapon_thompson );

acttable_t CWeaponThompson::m_acttable[] = 
{
	{ ACT_DOD_STAND_AIM,					ACT_DOD_STAND_AIM_TOMMY,				false },
	{ ACT_DOD_CROUCH_AIM,					ACT_DOD_CROUCH_AIM_TOMMY,				false },
	{ ACT_DOD_CROUCHWALK_AIM,				ACT_DOD_CROUCHWALK_AIM_TOMMY,			false },
	{ ACT_DOD_WALK_AIM,						ACT_DOD_WALK_AIM_TOMMY,					false },
	{ ACT_DOD_RUN_AIM,						ACT_DOD_RUN_AIM_TOMMY,					false },
	{ ACT_PRONE_IDLE,						ACT_DOD_PRONE_AIM_TOMMY,				false },
	{ ACT_PRONE_FORWARD,					ACT_DOD_PRONEWALK_IDLE_TOMMY,			false },
	{ ACT_DOD_STAND_IDLE,					ACT_DOD_STAND_IDLE_TOMMY,				false },
	{ ACT_DOD_CROUCH_IDLE,					ACT_DOD_CROUCH_IDLE_TOMMY,				false },
	{ ACT_DOD_CROUCHWALK_IDLE,				ACT_DOD_CROUCHWALK_IDLE_TOMMY,			false },
	{ ACT_DOD_WALK_IDLE,					ACT_DOD_WALK_IDLE_TOMMY,				false },
	{ ACT_DOD_RUN_IDLE,						ACT_DOD_RUN_IDLE_TOMMY,					false },
	{ ACT_SPRINT,							ACT_DOD_SPRINT_IDLE_TOMMY,				false },

	{ ACT_RANGE_ATTACK1,					ACT_DOD_PRIMARYATTACK_TOMMY,			false },
	{ ACT_DOD_PRIMARYATTACK_CROUCH,			ACT_DOD_PRIMARYATTACK_TOMMY,			false },
	{ ACT_DOD_PRIMARYATTACK_PRONE,			ACT_DOD_PRIMARYATTACK_PRONE_TOMMY,		false },
	{ ACT_RANGE_ATTACK2,					ACT_DOD_SECONDARYATTACK_TOMMY,			false },
	{ ACT_DOD_SECONDARYATTACK_CROUCH,		ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY,	false },
	{ ACT_DOD_SECONDARYATTACK_PRONE,		ACT_DOD_SECONDARYATTACK_PRONE_TOMMY,	false },

	{ ACT_RELOAD,							ACT_DOD_RELOAD_TOMMY,					false },
	{ ACT_DOD_RELOAD_CROUCH,				ACT_DOD_RELOAD_CROUCH_TOMMY,			false },
	{ ACT_DOD_RELOAD_PRONE,					ACT_DOD_RELOAD_PRONE_TOMMY,				false },

	// Hand Signals
	{ ACT_DOD_HS_IDLE,						ACT_DOD_HS_IDLE_TOMMY,				false },
	{ ACT_DOD_HS_CROUCH,					ACT_DOD_HS_CROUCH_TOMMY,			false },
};

IMPLEMENT_ACTTABLE( CWeaponThompson );