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105 lines
2.2 KiB
105 lines
2.2 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 CWeaponM249 C_WeaponM249 |
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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 CWeaponM249 : public CWeaponCSBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponM249, CWeaponCSBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponM249(); |
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virtual void PrimaryAttack(); |
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virtual float GetInaccuracy() const; |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M249; } |
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private: |
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CWeaponM249( const CWeaponM249 & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM249, DT_WeaponM249 ) |
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BEGIN_NETWORK_TABLE( CWeaponM249, DT_WeaponM249 ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponM249 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_m249, CWeaponM249 ); |
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PRECACHE_WEAPON_REGISTER( weapon_m249 ); |
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CWeaponM249::CWeaponM249() |
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{ |
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} |
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float CWeaponM249::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 0.045f + 0.5f * m_flAccuracy; |
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else if (pPlayer->GetAbsVelocity().Length2D() > 140) |
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return 0.045f + 0.095f * 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 CWeaponM249::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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pPlayer = GetPlayerOwner(); |
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// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes |
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if ( !pPlayer ) |
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return; |
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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pPlayer->KickBack (1.8, 0.65, 0.45, 0.125, 5, 3.5, 8); |
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else if (pPlayer->GetAbsVelocity().Length2D() > 5) |
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pPlayer->KickBack (1.1, 0.5, 0.3, 0.06, 4, 3, 8); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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pPlayer->KickBack (0.75, 0.325, 0.25, 0.025, 3.5, 2.5, 9); |
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else |
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pPlayer->KickBack (0.8, 0.35, 0.3, 0.03, 3.75, 3, 9); |
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}
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