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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponSG552 C_WeaponSG552
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponSG552 : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponSG552, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponSG552();
virtual void SecondaryAttack();
virtual void PrimaryAttack();
virtual float GetInaccuracy() const;
virtual float GetMaxSpeed() const;
virtual bool Reload();
virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SG552; }
#ifdef CLIENT_DLL
virtual bool HideViewModelWhenZoomed( void ) { return false; }
#endif
private:
CWeaponSG552( const CWeaponSG552 & );
void SG552Fire( float flSpread, bool bZoomed );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSG552, DT_WeaponSG552 )
BEGIN_NETWORK_TABLE( CWeaponSG552, DT_WeaponSG552 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponSG552 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_sg552, CWeaponSG552 );
PRECACHE_WEAPON_REGISTER( weapon_sg552 );
CWeaponSG552::CWeaponSG552()
{
}
void CWeaponSG552::SecondaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV())
{
pPlayer->SetFOV( pPlayer, 55, 0.2f );
m_weaponMode = Secondary_Mode;
}
else if (pPlayer->GetFOV() == 55)
{
pPlayer->SetFOV( pPlayer, 0, 0.15f );
m_weaponMode = Secondary_Mode;
}
else
{
//FIXME: This seems wrong
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
m_weaponMode = Primary_Mode;
}
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
}
float CWeaponSG552::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 0.035f + 0.45f * m_flAccuracy;
else if (pPlayer->GetAbsVelocity().Length2D() > 140)
return 0.035f + 0.075f * m_flAccuracy;
else
return 0.02f * m_flAccuracy;
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponSG552::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV();
float flCycleTime = GetCSWpnData().m_flCycleTime;
if ( bZoomed )
flCycleTime = 0.135f;
if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) )
return;
// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if (pPlayer->GetAbsVelocity().Length2D() > 5)
pPlayer->KickBack (1, 0.45, 0.28, 0.04, 4.25, 2.5, 7);
else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
pPlayer->KickBack (1.25, 0.45, 0.22, 0.18, 6, 4, 5);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
pPlayer->KickBack (0.6, 0.35, 0.2, 0.0125, 3.7, 2, 10);
else
pPlayer->KickBack (0.625, 0.375, 0.25, 0.0125, 4, 2.25, 9);
}
float CWeaponSG552::GetMaxSpeed() const
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer || pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
return BaseClass::GetMaxSpeed();
else
return 200; // zoomed in.
}
bool CWeaponSG552::Reload()
{
m_weaponMode = Primary_Mode;
return BaseClass::Reload();
}
bool CWeaponSG552::Deploy()
{
m_weaponMode = Primary_Mode;
return BaseClass::Deploy();
}
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