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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_tmp.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_tmp.cpp')
-rw-r--r--game/shared/cstrike/weapon_tmp.cpp106
1 files changed, 106 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_tmp.cpp b/game/shared/cstrike/weapon_tmp.cpp
new file mode 100644
index 0000000..b750d84
--- /dev/null
+++ b/game/shared/cstrike/weapon_tmp.cpp
@@ -0,0 +1,106 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponTMP C_WeaponTMP
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponTMP : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CWeaponTMP, CWeaponCSBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponTMP();
+
+ virtual void PrimaryAttack();
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_TMP; }
+ virtual bool IsSilenced( void ) const { return true; }
+
+ virtual float GetInaccuracy() const;
+
+private:
+
+ CWeaponTMP( const CWeaponTMP & );
+
+ void DoFireEffects( void );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponTMP, DT_WeaponTMP )
+
+BEGIN_NETWORK_TABLE( CWeaponTMP, DT_WeaponTMP )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponTMP )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_tmp, CWeaponTMP );
+PRECACHE_WEAPON_REGISTER( weapon_tmp );
+
+
+CWeaponTMP::CWeaponTMP()
+{
+}
+
+
+float CWeaponTMP::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 0.25f * m_flAccuracy;
+ else
+ return 0.03f * m_flAccuracy;
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+void CWeaponTMP::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;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ pPlayer->KickBack (1.1, 0.5, 0.35, 0.045, 4.5, 3.5, 6);
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ pPlayer->KickBack (0.8, 0.4, 0.2, 0.03, 3, 2.5, 7);
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ pPlayer->KickBack (0.7, 0.35, 0.125, 0.025, 2.5, 2, 10);
+ else
+ pPlayer->KickBack (0.725, 0.375, 0.15, 0.025, 2.75, 2.25, 9);
+}
+
+void CWeaponTMP::DoFireEffects( void )
+{
+ // TMP is silenced, so do nothing
+}