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130 lines
2.5 KiB
130 lines
2.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_csbasegun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponMP5Navy C_WeaponMP5Navy
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#endif
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class CWeaponMP5Navy : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponMP5Navy, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponMP5Navy();
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virtual void Spawn();
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virtual void PrimaryAttack();
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virtual bool Deploy();
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virtual bool Reload();
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virtual float GetInaccuracy() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_MP5NAVY; }
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private:
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CWeaponMP5Navy( const CWeaponMP5Navy & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5Navy, DT_WeaponMP5Navy )
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BEGIN_NETWORK_TABLE( CWeaponMP5Navy, DT_WeaponMP5Navy )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponMP5Navy )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_mp5navy, CWeaponMP5Navy );
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PRECACHE_WEAPON_REGISTER( weapon_mp5navy );
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CWeaponMP5Navy::CWeaponMP5Navy()
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{
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}
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void CWeaponMP5Navy::Spawn()
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{
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BaseClass::Spawn();
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m_flAccuracy = 0.0;
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}
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bool CWeaponMP5Navy::Deploy( )
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{
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bool ret = BaseClass::Deploy();
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m_flAccuracy = 0.0;
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return ret;
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}
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bool CWeaponMP5Navy::Reload( )
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{
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bool ret = BaseClass::Reload();
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m_flAccuracy = 0.0;
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return ret;
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}
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float CWeaponMP5Navy::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return 0.0f;
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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return 0.2f * m_flAccuracy;
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else
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return 0.04f * m_flAccuracy;
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}
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else
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return BaseClass::GetInaccuracy();
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}
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void CWeaponMP5Navy::PrimaryAttack( void )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
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return;
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// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
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pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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// Kick the gun based on the state of the player.
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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pPlayer->KickBack (0.9, 0.475, 0.35, 0.0425, 5, 3, 6);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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pPlayer->KickBack (0.5, 0.275, 0.2, 0.03, 3, 2, 10);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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pPlayer->KickBack (0.225, 0.15, 0.1, 0.015, 2, 1, 10);
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else
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pPlayer->KickBack (0.25, 0.175, 0.125, 0.02, 2.25, 1.25, 10);
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}
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