Adding a new weapon to your mod: Difference between revisions

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#include "weapon_hl2mpbasehlmpcombatweapon.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
   
   
//mopdify this to alter the rate of fire
//modify this to alter the rate of fire
#define ROF 0.080f //800 rounds/min
#define ROF 0.080f //800 rounds/min
//modify this to alter the length of the burst. Set it to 1 to make a gun Semi-Auto. Set it to some really big number, like 1000 to make it full auto.
//modify this to alter the length of the burst. Set it to 1 to make a gun Semi-Auto. Set it to some really big number, like 1000 to make it full auto.
Line 634: Line 634:


<source lang=cpp>
<source lang=cpp>
//mopdify this to alter the rate of fire
//modify this to alter the rate of fire
#define ROF 0.080f //800 rounds/min
#define ROF 0.080f //800 rounds/min
//modify this to alter the length of the burst. Set it to 1 to make a gun Semi-Auto. Set it to some really big number, like 1000 to make it full auto.
//modify this to alter the length of the burst. Set it to 1 to make a gun Semi-Auto. Set it to some really big number, like 1000 to make it full auto.
Line 640: Line 640:
</source>
</source>


To add different animations to your weapon (not default ones, other animations implemented by Valve) edit this part of the "WEAPON_YOURWEAPONNAME.CPP" file:
To add different animations to your weapon (not default ones, but other animations implemented by Valve) edit this part of the "WEAPON_YOURWEAPONNAME.CPP" file:


<source lang=cpp>
<source lang=cpp>
Line 673: Line 673:




[[Category:Weapons programming]][[Category:Structures]] {{DISPLAYTITLE:Adding a new weapon for your mod}}
[[Category:Weapons programming]] {{DISPLAYTITLE:Adding a new weapon for your mod}}

Revision as of 06:09, 21 June 2011

This article will deal with creating a default weapon for your mod.

Note.pngNote:This has only been tested with the latest HL2MP OB engine code.
Note.pngNote:If you want to achieve this for singleplayer you should check the Activity List for a working acttable! Or else you and your npc's will be Jesus posing all over the place...


The Code

Before you start you have to create two new files. Call them "weapon_<yourweaponname>.cpp", place it both in the Client and Server side of your project. In this example I will use "weapon_ak47"

Note.pngNote:Remember to change CWeaponAK47 to CWeapon<yourweaponname>


WEAPON_AK47.CPP

 
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
 
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
 
#include "weapon_hl2mpbasehlmpcombatweapon.h"
 
//modify this to alter the rate of fire
#define ROF 0.080f //800 rounds/min
//modify this to alter the length of the burst. Set it to 1 to make a gun Semi-Auto. Set it to some really big number, like 1000 to make it full auto.
#define BURST 500;
 
#ifdef CLIENT_DLL
#define CWeaponAK47 C_WeaponAK47
#endif
 
//-----------------------------------------------------------------------------
// CWeaponAK47
//-----------------------------------------------------------------------------
 
class CWeaponAK47 : public CBaseHL2MPCombatWeapon
{
public:
DECLARE_CLASS( CWeaponAK47, CBaseHL2MPCombatWeapon );
 
CWeaponAK47(void);
 
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
 
void Precache( void );
void ItemPostFrame( void );
void ItemPreFrame( void );
void ItemBusyFrame( void );
void PrimaryAttack( void );
void AddViewKick( void );
void DryFire( void );
void GetStance( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); // Required so that you know to un-zoom when switching weapons
Activity GetPrimaryAttackActivity( void );
 
virtual bool Reload( void );
 
int GetMinBurst() { return 2; }
int GetMaxBurst() { return 5; }
float GetFireRate( void ) { return ROF; }
 
//modify this part to control the accuracy
virtual const Vector& GetBulletSpread( void )
{
static Vector cone=VECTOR_CONE_1DEGREES;
if (m_bInZoom)
{
if (m_iStance==E_DUCK) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_STAND) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_MOVE) { cone = VECTOR_CONE_2DEGREES;}
if (m_iStance==E_RUN) { cone = VECTOR_CONE_3DEGREES;}
if (m_iStance==E_INJURED) { cone = VECTOR_CONE_4DEGREES;}
if (m_iStance==E_JUMP) { cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_DYING) { cone = VECTOR_CONE_10DEGREES;}
}
if (!m_bInZoom)
{
if (m_iStance==E_DUCK) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_STAND) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_MOVE) { cone = VECTOR_CONE_2DEGREES;}
if (m_iStance==E_RUN) { cone = VECTOR_CONE_3DEGREES;}
if (m_iStance==E_INJURED) { cone = VECTOR_CONE_4DEGREES;}
if (m_iStance==E_JUMP) { cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_DYING) { cone = VECTOR_CONE_10DEGREES;}
}
int bs=BURST;
if (m_iBurst!=bs)
{
for (int i=0;i<(bs-m_iBurst);i++)
{cone=cone+VECTOR_CONE_1DEGREES;}
}
 
return cone;
}
void ToggleZoom( void );
void CheckZoomToggle( void );
 

DECLARE_ACTTABLE();

 
private:
CNetworkVar( int, m_iBurst );
CNetworkVar( bool, m_bInZoom );
CNetworkVar( float, m_flAttackEnds );
CNetworkVar( int, m_iStance);
 
private:
CWeaponAK47( const CWeaponAK47 & );
};
 
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAK47, DT_WeaponAK47 )
 
BEGIN_NETWORK_TABLE( CWeaponAK47, DT_WeaponAK47 )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_iBurst) ),
RecvPropBool( RECVINFO( m_bInZoom ) ),
RecvPropTime( RECVINFO( m_flAttackEnds ) ),
RecvPropInt( RECVINFO( m_iStance ) ),
#else
SendPropInt( SENDINFO( m_iBurst ) ),
SendPropBool( SENDINFO( m_bInZoom ) ),
SendPropTime( SENDINFO( m_flAttackEnds ) ),
SendPropInt( SENDINFO( m_iStance ) ),
#endif
END_NETWORK_TABLE()
 
BEGIN_PREDICTION_DATA( CWeaponAK47 )
END_PREDICTION_DATA()
 
LINK_ENTITY_TO_CLASS( weapon_AK47, CWeaponAK47 );
PRECACHE_WEAPON_REGISTER( weapon_AK47 );

 
acttable_t CWeaponAK47::m_acttable[] =
{
	{ ACT_MP_STAND_IDLE,				ACT_HL2MP_IDLE_AR2,					false },
	{ ACT_MP_CROUCH_IDLE,				ACT_HL2MP_IDLE_CROUCH_AR2,				false },

	{ ACT_MP_RUN,						ACT_HL2MP_RUN_AR2,						false },
	{ ACT_MP_CROUCHWALK,				ACT_HL2MP_WALK_CROUCH_AR2,				false },

	{ ACT_MP_ATTACK_STAND_PRIMARYFIRE,	ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,	false },
	{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,	ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,	false },

	{ ACT_MP_RELOAD_STAND,				ACT_HL2MP_GESTURE_RELOAD_AR2,			false },
	{ ACT_MP_RELOAD_CROUCH,				ACT_HL2MP_GESTURE_RELOAD_AR2,			false },

	{ ACT_MP_JUMP,						ACT_HL2MP_JUMP_AR2,					false },
 
};
 
 
IMPLEMENT_ACTTABLE( CWeaponAK47 );

 
 
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponAK47::CWeaponAK47( void )
{
 
m_iBurst=BURST;
m_iStance=10;
 
m_fMinRange1 = 1;
m_fMaxRange1 = 1500;
m_fMinRange2 = 1;
m_fMaxRange2 = 200;
 
m_bFiresUnderwater = false;
 
 
}
 
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::Precache( void )
{
BaseClass::Precache();
}
 
 
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::DryFire( void )
{
WeaponSound( EMPTY );
SendWeaponAnim( ACT_VM_DRYFIRE );
 
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
 
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::PrimaryAttack( void )
{
if (m_iBurst!=0)
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( !pPlayer )
	{
		return;
	}

	WeaponSound( SINGLE );
	pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
 
if( pOwner )
{
// Each time the player fires the pistol, reset the view punch. This prevents
// the aim from 'drifting off' when the player fires very quickly. This may
// not be the ideal way to achieve this, but it's cheap and it works, which is
// great for a feature we're evaluating. (sjb)
pOwner->ViewPunchReset();
}
 
BaseClass::PrimaryAttack();
 
// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
m_iBurst--;
 
m_flNextPrimaryAttack =gpGlobals->curtime + ROF;
m_flAttackEnds = gpGlobals->curtime + SequenceDuration();
 
}
}
 
 
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemPreFrame( void )
{
 
GetStance();
BaseClass::ItemPreFrame();
}
 
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemBusyFrame( void )
{
	// Allow zoom toggling even when we're reloading
	CheckZoomToggle();
 
	BaseClass::ItemBusyFrame();
}
 
//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as button is pressed
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
 
if ( m_bInReload )
return;
 
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
 
if ( pOwner == NULL )
return;
if ( pOwner->m_nButtons & IN_ATTACK )
{
if (m_flAttackEnds<gpGlobals->curtime)
{
SendWeaponAnim(ACT_VM_IDLE);
}
}
else
{
m_iBurst=BURST;
if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
{
DryFire();
}
}
CheckZoomToggle();
GetStance();
 
}
 
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
Activity CWeaponAK47::GetPrimaryAttackActivity( void )
{
if (m_iBurst!=0)
{
return ACT_VM_PRIMARYATTACK;
}
else
{
return ACT_VM_IDLE;
}
}
 
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponAK47::Reload( void )
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
WeaponSound( RELOAD );
ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
m_iBurst=BURST;
}
return fRet;
}
 
bool CWeaponAK47::Holster(CBaseCombatWeapon *pSwitchingTo /* = NULL */)
{
if ( m_bInZoom )
{
ToggleZoom();
}
 
return BaseClass::Holster( pSwitchingTo );
}
 
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::AddViewKick( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
 
if ( pPlayer == NULL )
return;
 
int iSeed = CBaseEntity::GetPredictionRandomSeed() & 255;
RandomSeed( iSeed );
 
QAngle viewPunch;
 
viewPunch.x = random->RandomFloat( 0.25f, 0.5f );
viewPunch.y = random->RandomFloat( -.6f, .6f );
viewPunch.z = 0.0f;
 
//Add it to the view punch
pPlayer->ViewPunch( viewPunch );
}
 
void CWeaponAK47::ToggleZoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
 
if ( pPlayer == NULL )
return;
#ifndef CLIENT_DLL
if ( m_bInZoom )
{
// Narrowing the Field Of View here is what gives us the zoomed effect
if ( pPlayer->SetFOV( this, 0, 0.2f ) )
{
m_bInZoom = false;
 
// Send a message to hide the scope
/* CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(0);
MessageEnd();*/
}
}
else
{
if ( pPlayer->SetFOV( this, 45, 0.1f ) )
{
m_bInZoom = true;
 
// Send a message to Show the scope
/* CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(1);
MessageEnd();*/
}
}
#endif
}
 
void CWeaponAK47::CheckZoomToggle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
 
if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2))
{
ToggleZoom();
}
}
 
void CWeaponAK47::GetStance( void )
{
 
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
 
if (pPlayer->m_nButtons & IN_DUCK) { m_iStance= E_DUCK;} else { m_iStance= E_STAND;}
if (pPlayer->m_nButtons & IN_FORWARD) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_BACK) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_MOVERIGHT) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_MOVELEFT) { m_iStance= E_MOVE;}
if (pPlayer->m_nButtons & IN_RUN) { m_iStance= E_RUN;}
if (pPlayer->m_nButtons & IN_SPEED) { m_iStance= E_RUN;}
if (pPlayer->m_nButtons & IN_JUMP) { m_iStance= E_JUMP;}
if ( pPlayer->GetHealth()<25) { m_iStance= E_INJURED;}
if ( pPlayer->GetHealth()<10) { m_iStance= E_DYING;}
 
}

WEAPON_BASEHL2MPCOMBATWEAPON.h

Here you will declare the m_istance's. Add this below CBaseHL2MPCombatWeapon( const CBaseHL2MPCombatWeapon & ); - around line 60:

enum stances
{
E_STAND = 0,
E_DUCK = 1,
E_MOVE = 2,
E_RUN = 3,
E_INJURED = 4,
E_JUMP = 5,
E_DYING = 6,
};

HL2MP_GAMERULES.CPP

Here we need to declare the ammo type of our new weapon, as well as max ammo, etc... Add this below def.AddAmmoType("AR2" -=- around line 931:

def.AddAmmoType("Rifle",            DMG_BULLET,                 TRACER_LINE_AND_WHIZ,   0,          0,          500,            BULLET_IMPULSE(200, 1225),  0 );

Change "Rifle" to the ammotype you have added in your weapon_yourweaponname.txt in your mod/script folder, or you could use an existing ammotype like the SMG1 ammotype rather than creating a new ammotype. If so, then you can skip this step, as the existing ammotype already is implemented in this code. And if you want to change max ammo then change 500 to another value.

C_WEAPON__STUBS_HL2.CPP

In order to use the weapon at all you need to declare your new weapon here. Below STUB_WEAPON_CLASS( weapon_ar2, WeaponAR2, C_HLMachineGun ); add this:

STUB_WEAPON_CLASS( weapon_ak47, WeaponAK47, C_BaseHLCombatWeapon );


SCRIPT FILE

Now you have to tell your weapon which ammotype, model, weight, flags, damage, anim prefix and what bucket in the weapon selection HUD it will use. To do this you need to create a script file in your "mod/scripts" folder. Call it "weapon_<yourweaponname>" in this case I called mine "weapon_ak47" Here is an example:

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"	"AK47"
	"viewmodel"			"models/weapons/v_rif_ak47.mdl" // Client view model
	"playermodel"			"models/weapons/w_rif_ak47.mdl" // Server world model
	"anim_prefix"			"ar2" // The HUD icon which will be shown when browsing for this weapon in the weapon selection hud, most likely loaded from halflife2.ttf or hl2mp.ttf.
	"bucket"			"5" // The horizontal direction.
	"bucket_position"		"3" // The vertical direction.

	"clip_size"			"30" // How many bullets you can fire before you have to reload.
	"default_clip"			"500" // How much ammo this weapon can carry.

	"clip2_size"			"-1"
	"default_clip2"			"-1"

	"primary_ammo"			"Rifle" // The ammotype for the weapon, this can be found in hl2mp_gamerules.cpp: def.AddAmmoType(
	"secondary_ammo"		"None"

	"weight"				"6" // If the weight is higher than your current weapon you will automatically switch to that weapon when you pick it up.
	"item_flags"			"0"
        "BuiltRightHanded"              "1"
        "AllowFlipping"                 "1"
        "damage"                        "75" // Damage per bullet, if it is a higher value then you will more likely die by one bullet.

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"special1"		"Weapon_CombineGuard.Special1"
		"empty"			"Weapon_IRifle.Empty"
		"double_shot"		"Weapon_AK47.Single"
		"reload"		"Weapon_AK47.Reload" // Sound triggered when reloading. Activate this in the game_sounds_weapons.
		"single_shot"		"Weapon_AK47.Single" // Sound triggered when shooting.  -=-

		// NPC SECTION
		"single_shot_npc"	"Weapon_AK47.NPC_Single"
		"reload_npc"		"Weapon_AR2.NPC_Reload"
		"double_shot_npc"	"Weapon_AK47.NPC_Double"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"l"
		}
		"weapon_s"
		{	
				"font"		"WeaponIconsSelected"
				"character"	"l"
		}
		"weapon_small"
		{
				"font"		"WeaponIconsSmall"
				"character"	"l"
		}
		"ammo"
		{
				"font"		"WeaponIconsSmall"
				"character"	"u"
		}
		"ammo2"
		{
				"font"		"WeaponIconsSmall"
				"character"	"z"
		}
		"crosshair"
		{
				"font"		"Crosshairs"
				"character"	"Q"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
}


EXTRA

You can now use the weapon in-game. Compile your mod and type this in console:

sv_cheats 1
give weapon_<yourweaponname>

You should now be wielding your new weapon.

If you want to spawn with your new weapon add this in HL2MP_PLAYER.CPP below void CHL2MP_Player::GiveDefaultItems( void ):

GiveNamedItem( "weapon_ak47" );

And if you want to get your new weapon by the impulse101 cheat command then add this in the same file but below void CHL2MP_Player::GiveAllItems( void ):

GiveNamedItem( "weapon_ak47" );

And you probably want to create default maps for your mod and add this weapon as a pickup, then add this into the .FGD file for your mod:

@PointClass base(Weapon) studio("models/weapons/w_rif_ak47.mdl") = weapon_ak47 : "AK47" []

To change the accuracy of your weapon then edit this part of the "WEAPON_YOURWEAPONNAME.CPP" file:

static Vector cone=VECTOR_CONE_1DEGREES;
if (m_bInZoom)
{
if (m_iStance==E_DUCK) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_STAND) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_MOVE) { cone = VECTOR_CONE_2DEGREES;}
if (m_iStance==E_RUN) { cone = VECTOR_CONE_3DEGREES;}
if (m_iStance==E_INJURED) { cone = VECTOR_CONE_4DEGREES;}
if (m_iStance==E_JUMP) { cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_DYING) { cone = VECTOR_CONE_10DEGREES;}
}
if (!m_bInZoom)
{
if (m_iStance==E_DUCK) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_STAND) { cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_MOVE) { cone = VECTOR_CONE_2DEGREES;}
if (m_iStance==E_RUN) { cone = VECTOR_CONE_3DEGREES;}
if (m_iStance==E_INJURED) { cone = VECTOR_CONE_4DEGREES;}
if (m_iStance==E_JUMP) { cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_DYING) { cone = VECTOR_CONE_10DEGREES;}
}
int bs=BURST;
if (m_iBurst!=bs)
{
for (int i=0;i<(bs-m_iBurst);i++)
{cone=cone+VECTOR_CONE_1DEGREES;}
}

A higher value means more imprecise accuracy, and bullets will more likely spread in all angles. A lower value is recommended.

To change the rate of fire edit this part of the "WEAPON_YOURWEAPONNAME.CPP" file:

//modify this to alter the rate of fire
#define ROF 0.080f //800 rounds/min
//modify this to alter the length of the burst. Set it to 1 to make a gun Semi-Auto. Set it to some really big number, like 1000 to make it full auto.
#define BURST 500;

To add different animations to your weapon (not default ones, but other animations implemented by Valve) edit this part of the "WEAPON_YOURWEAPONNAME.CPP" file:

acttable_t CWeaponAK47::m_acttable[] =
{
	{ ACT_MP_STAND_IDLE,				ACT_HL2MP_IDLE_AR2,					false },
	{ ACT_MP_CROUCH_IDLE,				ACT_HL2MP_IDLE_CROUCH_AR2,				false },

	{ ACT_MP_RUN,						ACT_HL2MP_RUN_AR2,						false },
	{ ACT_MP_CROUCHWALK,				ACT_HL2MP_WALK_CROUCH_AR2,				false },

	{ ACT_MP_ATTACK_STAND_PRIMARYFIRE,	ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,	false },
	{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,	ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,	false },

	{ ACT_MP_RELOAD_STAND,				ACT_HL2MP_GESTURE_RELOAD_AR2,			false },
	{ ACT_MP_RELOAD_CROUCH,				ACT_HL2MP_GESTURE_RELOAD_AR2,			false },

	{ ACT_MP_JUMP,						ACT_HL2MP_JUMP_AR2,					false },
 
};
 
 
IMPLEMENT_ACTTABLE( CWeaponAK47 );

If you would rather have the SMG1 animations then change _AR2 to _SMG1 instead. And if you want to use the pistol animations change _AR2 to _PISTOL... etc...

Finish

You have now successfully implemented a new weapon into your mod, I hope that this was understandable and easy to follow!