Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CAK47 C_AK47
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CAK47 : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CAK47, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CAK47();
virtual void PrimaryAttack();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AK47; }
private:
CAK47( const CAK47 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( AK47, DT_WeaponAK47 )
BEGIN_NETWORK_TABLE( CAK47, DT_WeaponAK47 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CAK47 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_ak47, CAK47 );
PRECACHE_WEAPON_REGISTER( weapon_ak47 );
// ---------------------------------------------------------------------------- //
// CAK47 implementation.
// ---------------------------------------------------------------------------- //
CAK47::CAK47()
{
}
float CAK47::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 0.04f + 0.4f * m_flAccuracy;
else if (pPlayer->GetAbsVelocity().Length2D() > 140)
return 0.04f + 0.07f * m_flAccuracy;
else
return 0.0275f * m_flAccuracy;
}
else
return BaseClass::GetInaccuracy();
}
void CAK47::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 (pPlayer->GetAbsVelocity().Length2D() > 5 )
pPlayer->KickBack ( 1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7 );
else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
pPlayer->KickBack ( 2, 1.0, 0.5, 0.35, 9, 6, 5 );
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
pPlayer->KickBack ( 0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9 );
else
pPlayer->KickBack ( 1, 0.375, 0.175, 0.0375, 5.75, 1.75, 8 );
}