summaryrefslogtreecommitdiff
path: root/game/shared/cstrike/weapon_ump45.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/shared/cstrike/weapon_ump45.cpp')
-rw-r--r--game/shared/cstrike/weapon_ump45.cpp132
1 files changed, 132 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_ump45.cpp b/game/shared/cstrike/weapon_ump45.cpp
new file mode 100644
index 0000000..8bcc3e0
--- /dev/null
+++ b/game/shared/cstrike/weapon_ump45.cpp
@@ -0,0 +1,132 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponUMP45 C_WeaponUMP45
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponUMP45 : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CWeaponUMP45, CWeaponCSBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponUMP45();
+
+ virtual void Spawn();
+ virtual void PrimaryAttack();
+ virtual bool Deploy();
+ virtual bool Reload();
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_UMP45; }
+
+
+private:
+
+ CWeaponUMP45( const CWeaponUMP45 & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponUMP45, DT_WeaponUMP45 )
+
+BEGIN_NETWORK_TABLE( CWeaponUMP45, DT_WeaponUMP45 )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponUMP45 )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_ump45, CWeaponUMP45 );
+PRECACHE_WEAPON_REGISTER( weapon_ump45 );
+
+
+
+CWeaponUMP45::CWeaponUMP45()
+{
+}
+
+
+void CWeaponUMP45::Spawn()
+{
+ BaseClass::Spawn();
+
+ m_flAccuracy = 0.0;
+}
+
+
+bool CWeaponUMP45::Deploy()
+{
+ bool ret = BaseClass::Deploy();
+
+ m_flAccuracy = 0.0;
+
+ return ret;
+}
+
+bool CWeaponUMP45::Reload()
+{
+ bool ret = BaseClass::Reload();
+
+ m_flAccuracy = 0.0;
+
+ return ret;
+}
+
+float CWeaponUMP45::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 0.24f * m_flAccuracy;
+ else
+ return 0.04f * m_flAccuracy;
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+void CWeaponUMP45::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;
+
+ // Kick the gun based on the state of the player.
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ pPlayer->KickBack (0.125, 0.65, 0.55, 0.0475, 5.5, 4, 10);
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ pPlayer->KickBack (0.55, 0.3, 0.225, 0.03, 3.5, 2.5, 10);
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ pPlayer->KickBack (0.25, 0.175, 0.125, 0.02, 2.25, 1.25, 10);
+ else
+ pPlayer->KickBack (0.275, 0.2, 0.15, 0.0225, 2.5, 1.5, 10);
+}
+