diff options
Diffstat (limited to 'game/shared/cstrike/weapon_ak47.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_ak47.cpp | 103 |
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 ); +} |