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170 lines
3.5 KiB
170 lines
3.5 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 CWeaponSG552 C_WeaponSG552 |
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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 CWeaponSG552 : public CWeaponCSBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponSG552, CWeaponCSBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponSG552(); |
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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 float GetMaxSpeed() 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_SG552; } |
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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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CWeaponSG552( const CWeaponSG552 & ); |
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void SG552Fire( float flSpread, bool bZoomed ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSG552, DT_WeaponSG552 ) |
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BEGIN_NETWORK_TABLE( CWeaponSG552, DT_WeaponSG552 ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponSG552 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_sg552, CWeaponSG552 ); |
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PRECACHE_WEAPON_REGISTER( weapon_sg552 ); |
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CWeaponSG552::CWeaponSG552() |
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{ |
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} |
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void CWeaponSG552::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, 0, 0.15f ); |
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m_weaponMode = Secondary_Mode; |
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} |
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else |
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{ |
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//FIXME: This seems wrong |
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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 CWeaponSG552::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 + 0.45f * m_flAccuracy; |
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else if (pPlayer->GetAbsVelocity().Length2D() > 140) |
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return 0.035f + 0.075f * 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 CWeaponSG552::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, 0.28, 0.04, 4.25, 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, 6, 4, 5); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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pPlayer->KickBack (0.6, 0.35, 0.2, 0.0125, 3.7, 2, 10); |
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else |
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pPlayer->KickBack (0.625, 0.375, 0.25, 0.0125, 4, 2.25, 9); |
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} |
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float CWeaponSG552::GetMaxSpeed() const |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( !pPlayer || pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) |
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return BaseClass::GetMaxSpeed(); |
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else |
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return 200; // zoomed in. |
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} |
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bool CWeaponSG552::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 CWeaponSG552::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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