Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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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
}