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160 lines
3.2 KiB
160 lines
3.2 KiB
//========= 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 CWeaponAug C_WeaponAug |
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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 CWeaponAug : public CWeaponCSBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponAug, CWeaponCSBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponAug(); |
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virtual void SecondaryAttack(); |
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virtual void PrimaryAttack(); |
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virtual float GetInaccuracy() const; |
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virtual bool Reload(); |
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virtual bool Deploy(); |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AUG; } |
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#ifdef CLIENT_DLL |
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virtual bool HideViewModelWhenZoomed( void ) { return false; } |
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#endif |
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private: |
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void AUGFire( float flSpread, bool bZoomed ); |
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CWeaponAug( const CWeaponAug & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAug, DT_WeaponAug ) |
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BEGIN_NETWORK_TABLE( CWeaponAug, DT_WeaponAug ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponAug ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_aug, CWeaponAug ); |
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PRECACHE_WEAPON_REGISTER( weapon_aug ); |
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CWeaponAug::CWeaponAug() |
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{ |
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} |
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void CWeaponAug::SecondaryAttack() |
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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 ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) |
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{ |
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pPlayer->SetFOV( pPlayer, 55, 0.2f ); |
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m_weaponMode = Secondary_Mode; |
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} |
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else if ( pPlayer->GetFOV() == 55 ) |
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{ |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.15f ); |
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m_weaponMode = Primary_Mode; |
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} |
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else |
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{ |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); |
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m_weaponMode = Primary_Mode; |
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} |
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; |
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} |
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float CWeaponAug::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 0.035f + 0.4f * m_flAccuracy; |
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else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) |
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return 0.035f + 0.07f * m_flAccuracy; |
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else |
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return 0.02f * 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 CWeaponAug::PrimaryAttack() |
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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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bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV(); |
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float flCycleTime = GetCSWpnData().m_flCycleTime; |
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if ( bZoomed ) |
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flCycleTime = 0.135f; |
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if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) ) |
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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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if ( pPlayer->GetAbsVelocity().Length2D() > 5 ) |
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pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 ); |
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else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 ); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 ); |
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else |
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pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 ); |
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} |
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bool CWeaponAug::Reload() |
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{ |
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m_weaponMode = Primary_Mode; |
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return BaseClass::Reload(); |
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} |
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bool CWeaponAug::Deploy() |
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{ |
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m_weaponMode = Primary_Mode; |
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return BaseClass::Deploy(); |
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}
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