diff options
| 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_mp5navy.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_mp5navy.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_mp5navy.cpp | 129 |
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 index 0000000..1544550 --- /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); +} |