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path: root/game/shared/cstrike/weapon_ak47.cpp
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Diffstat (limited to 'game/shared/cstrike/weapon_ak47.cpp')
-rw-r--r--game/shared/cstrike/weapon_ak47.cpp103
1 files changed, 103 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_ak47.cpp b/game/shared/cstrike/weapon_ak47.cpp
new file mode 100644
index 0000000..79b54b6
--- /dev/null
+++ b/game/shared/cstrike/weapon_ak47.cpp
@@ -0,0 +1,103 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+
+#if defined( CLIENT_DLL )
+
+ #define CAK47 C_AK47
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CAK47 : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CAK47, CWeaponCSBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CAK47();
+
+ virtual void PrimaryAttack();
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AK47; }
+
+private:
+ CAK47( const CAK47 & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( AK47, DT_WeaponAK47 )
+
+BEGIN_NETWORK_TABLE( CAK47, DT_WeaponAK47 )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CAK47 )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_ak47, CAK47 );
+PRECACHE_WEAPON_REGISTER( weapon_ak47 );
+
+// ---------------------------------------------------------------------------- //
+// CAK47 implementation.
+// ---------------------------------------------------------------------------- //
+
+CAK47::CAK47()
+{
+}
+
+
+float CAK47::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 0.04f + 0.4f * m_flAccuracy;
+ else if (pPlayer->GetAbsVelocity().Length2D() > 140)
+ return 0.04f + 0.07f * m_flAccuracy;
+ else
+ return 0.0275f * m_flAccuracy;
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+
+void CAK47::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 (pPlayer->GetAbsVelocity().Length2D() > 5 )
+ pPlayer->KickBack ( 1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7 );
+ else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ pPlayer->KickBack ( 2, 1.0, 0.5, 0.35, 9, 6, 5 );
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ pPlayer->KickBack ( 0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9 );
+ else
+ pPlayer->KickBack ( 1, 0.375, 0.175, 0.0375, 5.75, 1.75, 8 );
+}