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path: root/game/shared/cstrike/weapon_fiveseven.cpp
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-rw-r--r--game/shared/cstrike/weapon_fiveseven.cpp202
1 files changed, 202 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_fiveseven.cpp b/game/shared/cstrike/weapon_fiveseven.cpp
new file mode 100644
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--- /dev/null
+++ b/game/shared/cstrike/weapon_fiveseven.cpp
@@ -0,0 +1,202 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbase.h"
+#include "fx_cs_shared.h"
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponFiveSeven C_WeaponFiveSeven
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponFiveSeven : public CWeaponCSBase
+{
+public:
+ DECLARE_CLASS( CWeaponFiveSeven, CWeaponCSBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponFiveSeven();
+
+ virtual void Spawn();
+
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack();
+ virtual bool Deploy();
+
+ virtual bool Reload();
+
+ virtual void WeaponIdle();
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FIVESEVEN; }
+
+private:
+
+ CWeaponFiveSeven( const CWeaponFiveSeven & );
+
+ float m_flLastFire;
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFiveSeven, DT_WeaponFiveSeven )
+
+BEGIN_NETWORK_TABLE( CWeaponFiveSeven, DT_WeaponFiveSeven )
+END_NETWORK_TABLE()
+
+#if defined CLIENT_DLL
+BEGIN_PREDICTION_DATA( CWeaponFiveSeven )
+ DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_fiveseven, CWeaponFiveSeven );
+PRECACHE_WEAPON_REGISTER( weapon_fiveseven );
+
+
+
+CWeaponFiveSeven::CWeaponFiveSeven()
+{
+ m_flLastFire = gpGlobals->curtime;
+}
+
+
+void CWeaponFiveSeven::Spawn( )
+{
+ BaseClass::Spawn();
+
+ m_flAccuracy = 0.92;
+}
+
+bool CWeaponFiveSeven::Deploy()
+{
+ m_flAccuracy = 0.92;
+ return BaseClass::Deploy();
+}
+
+
+float CWeaponFiveSeven::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 1.5f * (1 - m_flAccuracy);
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ return 0.255f * (1 - m_flAccuracy);
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ return 0.075f * (1 - m_flAccuracy);
+ else
+ return 0.15f * (1 - m_flAccuracy);
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+void CWeaponFiveSeven::PrimaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ // Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
+ m_flAccuracy -= (0.25)*(0.275 - (gpGlobals->curtime - m_flLastFire));
+
+ if (m_flAccuracy > 0.92)
+ m_flAccuracy = 0.92;
+ else if (m_flAccuracy < 0.725)
+ m_flAccuracy = 0.725;
+
+ m_flLastFire = gpGlobals->curtime;
+
+ if (m_iClip1 <= 0)
+ {
+ if ( m_bFireOnEmpty )
+ {
+ PlayEmptySound();
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
+ m_bFireOnEmpty = false;
+ }
+
+ return;
+ }
+
+ pPlayer->m_iShotsFired++;
+
+ m_iClip1--;
+ pPlayer->DoMuzzleFlash();
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+
+ FX_FireBullets(
+ pPlayer->entindex(),
+ pPlayer->Weapon_ShootPosition(),
+ pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
+ GetWeaponID(),
+ Primary_Mode,
+ CBaseEntity::GetPredictionRandomSeed() & 255,
+ GetInaccuracy(),
+ GetSpread());
+
+ m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
+
+ if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
+ }
+
+ SetWeaponIdleTime( gpGlobals->curtime + 2 );
+
+ // update accuracy
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
+
+ QAngle angle = pPlayer->GetPunchAngle();
+ angle.x -= 2;
+ pPlayer->SetPunchAngle( angle );
+}
+
+
+void CWeaponFiveSeven::SecondaryAttack()
+{
+}
+
+
+bool CWeaponFiveSeven::Reload()
+{
+ if ( !DefaultPistolReload() )
+ return false;
+
+ m_flAccuracy = 0.92;
+ return true;
+}
+
+void CWeaponFiveSeven::WeaponIdle()
+{
+ if (m_flTimeWeaponIdle > gpGlobals->curtime)
+ return;
+
+ // only idle if the slid isn't back
+ if (m_iClip1 != 0)
+ {
+ SetWeaponIdleTime( gpGlobals->curtime + 4 );
+ SendWeaponAnim( ACT_VM_IDLE );
+ }
+}