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 CWeaponP90 C_WeaponP90
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponP90 : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponP90, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponP90();
virtual void PrimaryAttack();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_P90; }
private:
CWeaponP90( const CWeaponP90 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP90, DT_WeaponP90 )
BEGIN_NETWORK_TABLE( CWeaponP90, DT_WeaponP90 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponP90 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_p90, CWeaponP90 );
PRECACHE_WEAPON_REGISTER( weapon_p90 );
CWeaponP90::CWeaponP90()
{
}
float CWeaponP90::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 0.3f * m_flAccuracy;
else if (pPlayer->GetAbsVelocity().Length2D() > 170)
return 0.115f * m_flAccuracy;
else
return 0.045f * m_flAccuracy;
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponP90::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
return;
// Kick the gun based on the state of the player.
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
pPlayer->KickBack (0.9, 0.45, 0.35, 0.04, 5.25, 3.5, 4);
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
pPlayer->KickBack (0.45, 0.3, 0.2, 0.0275, 4, 2.25, 7);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
pPlayer->KickBack (0.275, 0.2, 0.125, 0.02, 3, 1, 9);
else
pPlayer->KickBack (0.3, 0.225, 0.125, 0.02, 3.25, 1.25, 8);
}