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Diffstat (limited to 'game/shared/cstrike/weapon_mac10.cpp')
-rw-r--r--game/shared/cstrike/weapon_mac10.cpp130
1 files changed, 130 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_mac10.cpp b/game/shared/cstrike/weapon_mac10.cpp
new file mode 100644
index 0000000..e3979fd
--- /dev/null
+++ b/game/shared/cstrike/weapon_mac10.cpp
@@ -0,0 +1,130 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponMAC10 C_WeaponMAC10
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponMAC10 : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CWeaponMAC10, CWeaponCSBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponMAC10();
+
+ virtual void Spawn();
+ virtual void PrimaryAttack();
+ virtual bool Deploy();
+ virtual bool Reload();
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_MAC10; }
+
+
+private:
+ CWeaponMAC10( const CWeaponMAC10 & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMAC10, DT_WeaponMAC10 )
+
+BEGIN_NETWORK_TABLE( CWeaponMAC10, DT_WeaponMAC10 )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponMAC10 )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_mac10, CWeaponMAC10 );
+PRECACHE_WEAPON_REGISTER( weapon_mac10 );
+
+
+
+CWeaponMAC10::CWeaponMAC10()
+{
+}
+
+
+void CWeaponMAC10::Spawn( )
+{
+ BaseClass::Spawn();
+
+ m_flAccuracy = 0.15;
+}
+
+
+bool CWeaponMAC10::Deploy()
+{
+ bool ret = BaseClass::Deploy();
+
+ m_flAccuracy = 0.15;
+
+ return ret;
+}
+
+bool CWeaponMAC10::Reload()
+{
+ bool ret = BaseClass::Reload();
+
+ m_flAccuracy = 0.15;
+
+ return ret;
+}
+
+
+float CWeaponMAC10::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 0.375f * m_flAccuracy;
+ else
+ return 0.03f * m_flAccuracy;
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+void CWeaponMAC10::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 ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // jumping
+ pPlayer->KickBack (1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5);
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5) // running
+ pPlayer->KickBack (0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7);
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) // ducking
+ pPlayer->KickBack (0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10);
+ else // standing
+ pPlayer->KickBack (0.775, 0.425, 0.2, 0.03, 3, 2.75, 9);
+}