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Diffstat (limited to 'game/shared/cstrike/weapon_m249.cpp')
-rw-r--r--game/shared/cstrike/weapon_m249.cpp105
1 files changed, 105 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_m249.cpp b/game/shared/cstrike/weapon_m249.cpp
new file mode 100644
index 0000000..90ee803
--- /dev/null
+++ b/game/shared/cstrike/weapon_m249.cpp
@@ -0,0 +1,105 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponM249 C_WeaponM249
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponM249 : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CWeaponM249, CWeaponCSBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponM249();
+
+ virtual void PrimaryAttack();
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M249; }
+
+
+private:
+ CWeaponM249( const CWeaponM249 & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM249, DT_WeaponM249 )
+
+BEGIN_NETWORK_TABLE( CWeaponM249, DT_WeaponM249 )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponM249 )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_m249, CWeaponM249 );
+PRECACHE_WEAPON_REGISTER( weapon_m249 );
+
+
+
+CWeaponM249::CWeaponM249()
+{
+}
+
+float CWeaponM249::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 0.045f + 0.5f * m_flAccuracy;
+ else if (pPlayer->GetAbsVelocity().Length2D() > 140)
+ return 0.045f + 0.095f * m_flAccuracy;
+ else
+ return 0.03f * m_flAccuracy;
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+void CWeaponM249::PrimaryAttack( void )
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
+ return;
+
+ pPlayer = GetPlayerOwner();
+
+ // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
+ if ( !pPlayer )
+ return;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ pPlayer->KickBack (1.8, 0.65, 0.45, 0.125, 5, 3.5, 8);
+
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ pPlayer->KickBack (1.1, 0.5, 0.3, 0.06, 4, 3, 8);
+
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ pPlayer->KickBack (0.75, 0.325, 0.25, 0.025, 3.5, 2.5, 9);
+
+ else
+ pPlayer->KickBack (0.8, 0.35, 0.3, 0.03, 3.75, 3, 9);
+}