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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/cstrike/weapon_aug.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/cstrike/weapon_aug.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_aug.cpp | 160 |
1 files changed, 160 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_aug.cpp b/game/shared/cstrike/weapon_aug.cpp new file mode 100644 index 0000000..319a9fc --- /dev/null +++ b/game/shared/cstrike/weapon_aug.cpp @@ -0,0 +1,160 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_csbasegun.h" + + +#if defined( CLIENT_DLL ) + + #define CWeaponAug C_WeaponAug + #include "c_cs_player.h" + +#else + + #include "cs_player.h" + +#endif + + +class CWeaponAug : public CWeaponCSBaseGun +{ +public: + DECLARE_CLASS( CWeaponAug, CWeaponCSBaseGun ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CWeaponAug(); + + virtual void SecondaryAttack(); + virtual void PrimaryAttack(); + + virtual float GetInaccuracy() const; + virtual bool Reload(); + virtual bool Deploy(); + + virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AUG; } + +#ifdef CLIENT_DLL + virtual bool HideViewModelWhenZoomed( void ) { return false; } +#endif + +private: + + void AUGFire( float flSpread, bool bZoomed ); + + CWeaponAug( const CWeaponAug & ); +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAug, DT_WeaponAug ) + +BEGIN_NETWORK_TABLE( CWeaponAug, DT_WeaponAug ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponAug ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_aug, CWeaponAug ); +PRECACHE_WEAPON_REGISTER( weapon_aug ); + + + +CWeaponAug::CWeaponAug() +{ +} + +void CWeaponAug::SecondaryAttack() +{ + CCSPlayer *pPlayer = GetPlayerOwner(); + if ( !pPlayer ) + return; + + if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) + { + pPlayer->SetFOV( pPlayer, 55, 0.2f ); + m_weaponMode = Secondary_Mode; + } + else if ( pPlayer->GetFOV() == 55 ) + { + pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.15f ); + m_weaponMode = Primary_Mode; + } + else + { + pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); + m_weaponMode = Primary_Mode; + } + + m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; +} + + +float CWeaponAug::GetInaccuracy() const +{ + if ( weapon_accuracy_model.GetInt() == 1 ) + { + CCSPlayer *pPlayer = GetPlayerOwner(); + if ( !pPlayer ) + return 0.0f; + + if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) + return 0.035f + 0.4f * m_flAccuracy; + + else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) + return 0.035f + 0.07f * m_flAccuracy; + else + return 0.02f * m_flAccuracy; + } + else + return BaseClass::GetInaccuracy(); +} + +void CWeaponAug::PrimaryAttack() +{ + CCSPlayer *pPlayer = GetPlayerOwner(); + if ( !pPlayer ) + return; + + bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV(); + + float flCycleTime = GetCSWpnData().m_flCycleTime; + + if ( bZoomed ) + flCycleTime = 0.135f; + + if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) ) + 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, 0.45, 0.275, 0.05, 4, 2.5, 7 ); + + else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) + pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 ); + + else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) + pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 ); + + else + pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 ); +} + + +bool CWeaponAug::Reload() +{ + m_weaponMode = Primary_Mode; + return BaseClass::Reload(); +} + +bool CWeaponAug::Deploy() +{ + m_weaponMode = Primary_Mode; + return BaseClass::Deploy(); +} |