You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
131 lines
2.5 KiB
131 lines
2.5 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "weapon_csbasegun.h"
|
||
|
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
|
||
|
#define CWeaponMAC10 C_WeaponMAC10
|
||
|
#include "c_cs_player.h"
|
||
|
|
||
|
#else
|
||
|
|
||
|
#include "cs_player.h"
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
class CWeaponMAC10 : public CWeaponCSBaseGun
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CWeaponMAC10, CWeaponCSBaseGun );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
CWeaponMAC10();
|
||
|
|
||
|
virtual void Spawn();
|
||
|
virtual void PrimaryAttack();
|
||
|
virtual bool Deploy();
|
||
|
virtual bool Reload();
|
||
|
|
||
|
virtual float GetInaccuracy() const;
|
||
|
|
||
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_MAC10; }
|
||
|
|
||
|
|
||
|
private:
|
||
|
CWeaponMAC10( const CWeaponMAC10 & );
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMAC10, DT_WeaponMAC10 )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponMAC10, DT_WeaponMAC10 )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponMAC10 )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_mac10, CWeaponMAC10 );
|
||
|
PRECACHE_WEAPON_REGISTER( weapon_mac10 );
|
||
|
|
||
|
|
||
|
|
||
|
CWeaponMAC10::CWeaponMAC10()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWeaponMAC10::Spawn( )
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
m_flAccuracy = 0.15;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CWeaponMAC10::Deploy()
|
||
|
{
|
||
|
bool ret = BaseClass::Deploy();
|
||
|
|
||
|
m_flAccuracy = 0.15;
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
bool CWeaponMAC10::Reload()
|
||
|
{
|
||
|
bool ret = BaseClass::Reload();
|
||
|
|
||
|
m_flAccuracy = 0.15;
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
float CWeaponMAC10::GetInaccuracy() const
|
||
|
{
|
||
|
if ( weapon_accuracy_model.GetInt() == 1 )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return 0.0f;
|
||
|
|
||
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
||
|
return 0.375f * m_flAccuracy;
|
||
|
else
|
||
|
return 0.03f * m_flAccuracy;
|
||
|
}
|
||
|
else
|
||
|
return BaseClass::GetInaccuracy();
|
||
|
}
|
||
|
|
||
|
void CWeaponMAC10::PrimaryAttack()
|
||
|
{
|
||
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
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 ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // jumping
|
||
|
pPlayer->KickBack (1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5);
|
||
|
else if (pPlayer->GetAbsVelocity().Length2D() > 5) // running
|
||
|
pPlayer->KickBack (0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7);
|
||
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) // ducking
|
||
|
pPlayer->KickBack (0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10);
|
||
|
else // standing
|
||
|
pPlayer->KickBack (0.775, 0.425, 0.2, 0.03, 3, 2.75, 9);
|
||
|
}
|