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 CWeaponGalil C_WeaponGalil
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponGalil : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponGalil, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponGalil();
virtual void PrimaryAttack();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_GALIL; }
private:
CWeaponGalil( const CWeaponGalil & );
void GalilFire( float flSpread );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGalil, DT_WeaponGalil )
BEGIN_NETWORK_TABLE( CWeaponGalil, DT_WeaponGalil )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponGalil )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_galil, CWeaponGalil );
PRECACHE_WEAPON_REGISTER( weapon_galil );
CWeaponGalil::CWeaponGalil()
{
}
float CWeaponGalil::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 0.04f + 0.3f * m_flAccuracy;
else if (pPlayer->GetAbsVelocity().Length2D() > 140)
return 0.04f + 0.07f * m_flAccuracy;
else
return 0.0375f * m_flAccuracy;
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponGalil::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
// don't fire underwater
if (pPlayer->GetWaterLevel() == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
return;
}
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
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, 0.45, 0.28, 0.045, 3.75, 3, 7);
else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
pPlayer->KickBack (1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
pPlayer->KickBack (0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7);
else
pPlayer->KickBack (0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
}