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//========= Copyright 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 SecondaryAttack(); virtual void PrimaryAttack();
virtual float GetInaccuracy() const; virtual float GetMaxSpeed() const; virtual bool Reload(); virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SG552; }
#ifdef CLIENT_DLL
virtual bool HideViewModelWhenZoomed( void ) { return false; } #endif
private:
CWeaponSG552( const CWeaponSG552 & );
void SG552Fire( float flSpread, bool bZoomed );
};
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( weapon_sg552, CWeaponSG552 ); PRECACHE_WEAPON_REGISTER( weapon_sg552 );
CWeaponSG552::CWeaponSG552() { }
void CWeaponSG552::SecondaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV()) { pPlayer->SetFOV( pPlayer, 55, 0.2f ); m_weaponMode = Secondary_Mode; } else if (pPlayer->GetFOV() == 55) { pPlayer->SetFOV( pPlayer, 0, 0.15f ); m_weaponMode = Secondary_Mode; } else { //FIXME: This seems wrong
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); m_weaponMode = Primary_Mode; }
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; }
float CWeaponSG552::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 0.035f + 0.45f * m_flAccuracy; else if (pPlayer->GetAbsVelocity().Length2D() > 140) return 0.035f + 0.075f * m_flAccuracy; else return 0.02f * m_flAccuracy; } else return BaseClass::GetInaccuracy(); }
void CWeaponSG552::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV();
float flCycleTime = GetCSWpnData().m_flCycleTime;
if ( bZoomed ) flCycleTime = 0.135f;
if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) ) return;
// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if (pPlayer->GetAbsVelocity().Length2D() > 5) pPlayer->KickBack (1, 0.45, 0.28, 0.04, 4.25, 2.5, 7); else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack (1.25, 0.45, 0.22, 0.18, 6, 4, 5); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack (0.6, 0.35, 0.2, 0.0125, 3.7, 2, 10); else pPlayer->KickBack (0.625, 0.375, 0.25, 0.0125, 4, 2.25, 9); }
float CWeaponSG552::GetMaxSpeed() const { CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer || pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) return BaseClass::GetMaxSpeed(); else return 200; // zoomed in.
}
bool CWeaponSG552::Reload() { m_weaponMode = Primary_Mode; return BaseClass::Reload(); }
bool CWeaponSG552::Deploy() { m_weaponMode = Primary_Mode; return BaseClass::Deploy(); }
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