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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_mac10.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_mac10.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_mac10.cpp | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_mac10.cpp b/game/shared/cstrike/weapon_mac10.cpp new file mode 100644 index 0000000..e3979fd --- /dev/null +++ b/game/shared/cstrike/weapon_mac10.cpp @@ -0,0 +1,130 @@ +//========= 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); +} |