diff options
Diffstat (limited to 'game/shared/cstrike/weapon_m249.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_m249.cpp | 105 |
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); +} |