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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/cstrike/weapon_mp5navy.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/cstrike/weapon_mp5navy.cpp')
-rw-r--r--game/shared/cstrike/weapon_mp5navy.cpp129
1 files changed, 129 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_mp5navy.cpp b/game/shared/cstrike/weapon_mp5navy.cpp
new file mode 100644
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--- /dev/null
+++ b/game/shared/cstrike/weapon_mp5navy.cpp
@@ -0,0 +1,129 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponMP5Navy C_WeaponMP5Navy
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponMP5Navy : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CWeaponMP5Navy, CWeaponCSBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponMP5Navy();
+
+ virtual void Spawn();
+ virtual void PrimaryAttack();
+ virtual bool Deploy();
+ virtual bool Reload();
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_MP5NAVY; }
+
+
+private:
+ CWeaponMP5Navy( const CWeaponMP5Navy & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5Navy, DT_WeaponMP5Navy )
+
+BEGIN_NETWORK_TABLE( CWeaponMP5Navy, DT_WeaponMP5Navy )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponMP5Navy )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_mp5navy, CWeaponMP5Navy );
+PRECACHE_WEAPON_REGISTER( weapon_mp5navy );
+
+
+
+CWeaponMP5Navy::CWeaponMP5Navy()
+{
+}
+
+void CWeaponMP5Navy::Spawn()
+{
+ BaseClass::Spawn();
+
+ m_flAccuracy = 0.0;
+}
+
+
+bool CWeaponMP5Navy::Deploy( )
+{
+ bool ret = BaseClass::Deploy();
+
+ m_flAccuracy = 0.0;
+
+ return ret;
+}
+
+bool CWeaponMP5Navy::Reload( )
+{
+ bool ret = BaseClass::Reload();
+
+ m_flAccuracy = 0.0;
+
+ return ret;
+}
+
+float CWeaponMP5Navy::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 0.2f * m_flAccuracy;
+ else
+ return 0.04f * m_flAccuracy;
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+void CWeaponMP5Navy::PrimaryAttack( void )
+{
+ 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;
+
+ // Kick the gun based on the state of the player.
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ pPlayer->KickBack (0.9, 0.475, 0.35, 0.0425, 5, 3, 6);
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ pPlayer->KickBack (0.5, 0.275, 0.2, 0.03, 3, 2, 10);
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ pPlayer->KickBack (0.225, 0.15, 0.1, 0.015, 2, 1, 10);
+ else
+ pPlayer->KickBack (0.25, 0.175, 0.125, 0.02, 2.25, 1.25, 10);
+}