Team Fortress 2 Source Code as on 22/4/2020
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2.2 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponM249 C_WeaponM249
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponM249 : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponM249, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponM249();
virtual void PrimaryAttack();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M249; }
private:
CWeaponM249( const CWeaponM249 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM249, DT_WeaponM249 )
BEGIN_NETWORK_TABLE( CWeaponM249, DT_WeaponM249 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponM249 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_m249, CWeaponM249 );
PRECACHE_WEAPON_REGISTER( weapon_m249 );
CWeaponM249::CWeaponM249()
{
}
float CWeaponM249::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 0.045f + 0.5f * m_flAccuracy;
else if (pPlayer->GetAbsVelocity().Length2D() > 140)
return 0.045f + 0.095f * m_flAccuracy;
else
return 0.03f * m_flAccuracy;
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponM249::PrimaryAttack( void )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
return;
pPlayer = GetPlayerOwner();
// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
if ( !pPlayer )
return;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
pPlayer->KickBack (1.8, 0.65, 0.45, 0.125, 5, 3.5, 8);
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
pPlayer->KickBack (1.1, 0.5, 0.3, 0.06, 4, 3, 8);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
pPlayer->KickBack (0.75, 0.325, 0.25, 0.025, 3.5, 2.5, 9);
else
pPlayer->KickBack (0.8, 0.35, 0.3, 0.03, 3.75, 3, 9);
}