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132 lines
2.5 KiB
132 lines
2.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_csbasegun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponUMP45 C_WeaponUMP45
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#endif
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class CWeaponUMP45 : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponUMP45, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponUMP45();
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virtual void Spawn();
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virtual void PrimaryAttack();
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virtual bool Deploy();
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virtual bool Reload();
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virtual float GetInaccuracy() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_UMP45; }
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private:
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CWeaponUMP45( const CWeaponUMP45 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponUMP45, DT_WeaponUMP45 )
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BEGIN_NETWORK_TABLE( CWeaponUMP45, DT_WeaponUMP45 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponUMP45 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_ump45, CWeaponUMP45 );
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PRECACHE_WEAPON_REGISTER( weapon_ump45 );
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CWeaponUMP45::CWeaponUMP45()
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{
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}
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void CWeaponUMP45::Spawn()
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{
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BaseClass::Spawn();
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m_flAccuracy = 0.0;
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}
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bool CWeaponUMP45::Deploy()
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{
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bool ret = BaseClass::Deploy();
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m_flAccuracy = 0.0;
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return ret;
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}
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bool CWeaponUMP45::Reload()
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{
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bool ret = BaseClass::Reload();
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m_flAccuracy = 0.0;
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return ret;
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}
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float CWeaponUMP45::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return 0.0f;
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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return 0.24f * m_flAccuracy;
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else
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return 0.04f * m_flAccuracy;
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}
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else
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return BaseClass::GetInaccuracy();
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}
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void CWeaponUMP45::PrimaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
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return;
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// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
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pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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// Kick the gun based on the state of the player.
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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pPlayer->KickBack (0.125, 0.65, 0.55, 0.0475, 5.5, 4, 10);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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pPlayer->KickBack (0.55, 0.3, 0.225, 0.03, 3.5, 2.5, 10);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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pPlayer->KickBack (0.25, 0.175, 0.125, 0.02, 2.25, 1.25, 10);
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else
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pPlayer->KickBack (0.275, 0.2, 0.15, 0.0225, 2.5, 1.5, 10);
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}
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