Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponSG552 C_WeaponSG552
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponSG552 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponSG552, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponSG552();
virtual void PrimaryAttack(); virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_SG552; }
#ifdef CLIENT_DLL
virtual bool DoesHideViewModelWhenZoomed( void ) { return false; } #endif
private:
CWeaponSG552( const CWeaponSG552 & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSG552, DT_WeaponSG552 )
BEGIN_NETWORK_TABLE( CWeaponSG552, DT_WeaponSG552 ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponSG552 ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS_ALIASED( weapon_sg552, WeaponSG552 ); // PRECACHE_REGISTER( weapon_sg552 );
CWeaponSG552::CWeaponSG552() { }
void CWeaponSG552::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV();
float flCycleTime = GetCycleTime();
if ( bZoomed ) flCycleTime = 0.135f;
CSBaseGunFire( flCycleTime, m_weaponMode ); }
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