Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponAug C_WeaponAug
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponAug : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponAug, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponAug();
virtual void SecondaryAttack();
virtual void PrimaryAttack();
virtual float GetInaccuracy() const;
virtual bool Reload();
virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AUG; }
#ifdef CLIENT_DLL
virtual bool HideViewModelWhenZoomed( void ) { return false; }
#endif
private:
void AUGFire( float flSpread, bool bZoomed );
CWeaponAug( const CWeaponAug & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAug, DT_WeaponAug )
BEGIN_NETWORK_TABLE( CWeaponAug, DT_WeaponAug )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponAug )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_aug, CWeaponAug );
PRECACHE_WEAPON_REGISTER( weapon_aug );
CWeaponAug::CWeaponAug()
{
}
void CWeaponAug::SecondaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
{
pPlayer->SetFOV( pPlayer, 55, 0.2f );
m_weaponMode = Secondary_Mode;
}
else if ( pPlayer->GetFOV() == 55 )
{
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.15f );
m_weaponMode = Primary_Mode;
}
else
{
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
m_weaponMode = Primary_Mode;
}
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
}
float CWeaponAug::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 0.035f + 0.4f * m_flAccuracy;
else if ( pPlayer->GetAbsVelocity().Length2D() > 140 )
return 0.035f + 0.07f * m_flAccuracy;
else
return 0.02f * m_flAccuracy;
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponAug::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV();
float flCycleTime = GetCSWpnData().m_flCycleTime;
if ( bZoomed )
flCycleTime = 0.135f;
if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) )
return;
// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( pPlayer->GetAbsVelocity().Length2D() > 5 )
pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 );
else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 );
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 );
else
pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 );
}
bool CWeaponAug::Reload()
{
m_weaponMode = Primary_Mode;
return BaseClass::Reload();
}
bool CWeaponAug::Deploy()
{
m_weaponMode = Primary_Mode;
return BaseClass::Deploy();
}