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Enhanced custom weapons support #183

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Fixes
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Petercov committed Apr 18, 2022
commit ee46bc4bd11ad6baffde36dc30de0e267df0d70b
2 changes: 1 addition & 1 deletion sp/src/game/server/mapbase/custom_weapon_factory.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ CCustomWeaponSystem::CCustomWeaponSystem() : CAutoGameSystem("CustomWeaponFactor

void CCustomWeaponSystem::LevelInitPreEntity()
{
AddManifestFile(GLOBAL_WEAPONS_MANIFEST);
LoadCustomWeaponsManifest(GLOBAL_WEAPONS_MANIFEST);

// Check for a generic "mapname_manifest.txt" file and load it.
if (filesystem->FileExists(AUTOLOADED_MANIFEST_FILE, "GAME"))
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28 changes: 22 additions & 6 deletions sp/src/game/server/mapbase/weapon_custom_hl2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -89,14 +89,30 @@ acttable_t CHLCustomWeaponMelee::m_acttable[] =
{ ACT_DISARM, ACT_DISARM_MELEE, false },

// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_MELEE, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_MELEE, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims
{ ACT_IDLE_RELAXED, ACT_IDLE_MELEE, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_MELEE, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims

{ ACT_WALK_RELAXED, ACT_WALK_MELEE, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_MELEE, false },
{ ACT_WALK_AGITATED, ACT_WALK_MELEE, false },//always aims

{ ACT_RUN_RELAXED, ACT_RUN_MELEE, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_MELEE, false },
{ ACT_RUN_AGITATED, ACT_RUN_MELEE, false },//always aims

// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_MELEE, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_MELEE, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims

{ ACT_WALK_AIM_RELAXED, ACT_WALK_MELEE, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_MELEE, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_MELEE, false },//always aims

{ ACT_RUN_AIM_RELAXED, ACT_RUN_MELEE, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_MELEE, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_MELEE, false },//always aims
//End readiness activities
#else
{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
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