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 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);
}