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.
106 lines
2.2 KiB
106 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
//=============================================================================// |
|
|
|
#include "cbase.h" |
|
#include "weapon_csbasegun.h" |
|
|
|
|
|
#if defined( CLIENT_DLL ) |
|
|
|
#define CWeaponTMP C_WeaponTMP |
|
#include "c_cs_player.h" |
|
|
|
#else |
|
|
|
#include "cs_player.h" |
|
|
|
#endif |
|
|
|
|
|
class CWeaponTMP : public CWeaponCSBaseGun |
|
{ |
|
public: |
|
DECLARE_CLASS( CWeaponTMP, CWeaponCSBaseGun ); |
|
DECLARE_NETWORKCLASS(); |
|
DECLARE_PREDICTABLE(); |
|
|
|
CWeaponTMP(); |
|
|
|
virtual void PrimaryAttack(); |
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_TMP; } |
|
virtual bool IsSilenced( void ) const { return true; } |
|
|
|
virtual float GetInaccuracy() const; |
|
|
|
private: |
|
|
|
CWeaponTMP( const CWeaponTMP & ); |
|
|
|
void DoFireEffects( void ); |
|
}; |
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponTMP, DT_WeaponTMP ) |
|
|
|
BEGIN_NETWORK_TABLE( CWeaponTMP, DT_WeaponTMP ) |
|
END_NETWORK_TABLE() |
|
|
|
BEGIN_PREDICTION_DATA( CWeaponTMP ) |
|
END_PREDICTION_DATA() |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_tmp, CWeaponTMP ); |
|
PRECACHE_WEAPON_REGISTER( weapon_tmp ); |
|
|
|
|
|
CWeaponTMP::CWeaponTMP() |
|
{ |
|
} |
|
|
|
|
|
float CWeaponTMP::GetInaccuracy() const |
|
{ |
|
if ( weapon_accuracy_model.GetInt() == 1 ) |
|
{ |
|
CCSPlayer *pPlayer = GetPlayerOwner(); |
|
if ( !pPlayer ) |
|
return 0.0f; |
|
|
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
|
return 0.25f * m_flAccuracy; |
|
else |
|
return 0.03f * m_flAccuracy; |
|
} |
|
else |
|
return BaseClass::GetInaccuracy(); |
|
} |
|
|
|
void CWeaponTMP::PrimaryAttack( void ) |
|
{ |
|
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 ) ) |
|
pPlayer->KickBack (1.1, 0.5, 0.35, 0.045, 4.5, 3.5, 6); |
|
else if (pPlayer->GetAbsVelocity().Length2D() > 5) |
|
pPlayer->KickBack (0.8, 0.4, 0.2, 0.03, 3, 2.5, 7); |
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
|
pPlayer->KickBack (0.7, 0.35, 0.125, 0.025, 2.5, 2, 10); |
|
else |
|
pPlayer->KickBack (0.725, 0.375, 0.15, 0.025, 2.75, 2.25, 9); |
|
} |
|
|
|
void CWeaponTMP::DoFireEffects( void ) |
|
{ |
|
// TMP is silenced, so do nothing |
|
}
|
|
|