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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponAug C_WeaponAug
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponAug : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponAug, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponAug();
virtual void SecondaryAttack(); virtual void PrimaryAttack();
virtual float GetInaccuracy() const; virtual bool Reload(); virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AUG; }
#ifdef CLIENT_DLL
virtual bool HideViewModelWhenZoomed( void ) { return false; } #endif
private:
void AUGFire( float flSpread, bool bZoomed ); CWeaponAug( const CWeaponAug & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAug, DT_WeaponAug )
BEGIN_NETWORK_TABLE( CWeaponAug, DT_WeaponAug ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponAug ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_aug, CWeaponAug ); PRECACHE_WEAPON_REGISTER( weapon_aug );
CWeaponAug::CWeaponAug() { }
void CWeaponAug::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, pPlayer->GetDefaultFOV(), 0.15f ); m_weaponMode = Primary_Mode; } else { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); m_weaponMode = Primary_Mode; }
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; }
float CWeaponAug::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 + 0.4f * m_flAccuracy; else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) return 0.035f + 0.07f * m_flAccuracy; else return 0.02f * m_flAccuracy; } else return BaseClass::GetInaccuracy(); }
void CWeaponAug::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, 0.275, 0.05, 4, 2.5, 7 ); else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 ); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 ); else pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 ); }
bool CWeaponAug::Reload() { m_weaponMode = Primary_Mode; return BaseClass::Reload(); }
bool CWeaponAug::Deploy() { m_weaponMode = Primary_Mode; return BaseClass::Deploy(); }
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