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130 lines
2.5 KiB
130 lines
2.5 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 CWeaponMAC10 C_WeaponMAC10 |
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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 CWeaponMAC10 : public CWeaponCSBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponMAC10, CWeaponCSBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponMAC10(); |
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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_MAC10; } |
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private: |
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CWeaponMAC10( const CWeaponMAC10 & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMAC10, DT_WeaponMAC10 ) |
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BEGIN_NETWORK_TABLE( CWeaponMAC10, DT_WeaponMAC10 ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponMAC10 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_mac10, CWeaponMAC10 ); |
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PRECACHE_WEAPON_REGISTER( weapon_mac10 ); |
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CWeaponMAC10::CWeaponMAC10() |
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{ |
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} |
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void CWeaponMAC10::Spawn( ) |
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{ |
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BaseClass::Spawn(); |
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m_flAccuracy = 0.15; |
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} |
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bool CWeaponMAC10::Deploy() |
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{ |
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bool ret = BaseClass::Deploy(); |
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m_flAccuracy = 0.15; |
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return ret; |
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} |
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bool CWeaponMAC10::Reload() |
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{ |
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bool ret = BaseClass::Reload(); |
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m_flAccuracy = 0.15; |
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return ret; |
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} |
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float CWeaponMAC10::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 0.375f * m_flAccuracy; |
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else |
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return 0.03f * 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 CWeaponMAC10::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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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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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // jumping |
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pPlayer->KickBack (1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5); |
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else if (pPlayer->GetAbsVelocity().Length2D() > 5) // running |
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pPlayer->KickBack (0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) // ducking |
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pPlayer->KickBack (0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10); |
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else // standing |
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pPlayer->KickBack (0.775, 0.425, 0.2, 0.03, 3, 2.75, 9); |
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}
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