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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponMAC10 C_WeaponMAC10
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponMAC10 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponMAC10, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponMAC10();
virtual void Spawn(); virtual void PrimaryAttack(); virtual bool Deploy(); virtual bool Reload();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_MAC10; }
private: CWeaponMAC10( const CWeaponMAC10 & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMAC10, DT_WeaponMAC10 )
BEGIN_NETWORK_TABLE( CWeaponMAC10, DT_WeaponMAC10 ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponMAC10 ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_mac10, CWeaponMAC10 ); PRECACHE_WEAPON_REGISTER( weapon_mac10 );
CWeaponMAC10::CWeaponMAC10() { }
void CWeaponMAC10::Spawn( ) { BaseClass::Spawn();
m_flAccuracy = 0.15; }
bool CWeaponMAC10::Deploy() { bool ret = BaseClass::Deploy(); m_flAccuracy = 0.15;
return ret; }
bool CWeaponMAC10::Reload() { bool ret = BaseClass::Reload(); m_flAccuracy = 0.15;
return ret; }
float CWeaponMAC10::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 0.375f * m_flAccuracy; else return 0.03f * m_flAccuracy; } else return BaseClass::GetInaccuracy(); }
void CWeaponMAC10::PrimaryAttack() { 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 ) ) // jumping
pPlayer->KickBack (1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5); else if (pPlayer->GetAbsVelocity().Length2D() > 5) // running
pPlayer->KickBack (0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) // ducking
pPlayer->KickBack (0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10); else // standing
pPlayer->KickBack (0.775, 0.425, 0.2, 0.03, 3, 2.75, 9); }
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