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129 lines
2.5 KiB
129 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 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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