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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_csbasegun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponAug C_WeaponAug
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#endif
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class CWeaponAug : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponAug, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponAug();
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virtual void SecondaryAttack();
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virtual void PrimaryAttack();
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virtual float GetInaccuracy() const;
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virtual bool Reload();
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virtual bool Deploy();
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AUG; }
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#ifdef CLIENT_DLL
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virtual bool HideViewModelWhenZoomed( void ) { return false; }
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#endif
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private:
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void AUGFire( float flSpread, bool bZoomed );
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CWeaponAug( const CWeaponAug & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAug, DT_WeaponAug )
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BEGIN_NETWORK_TABLE( CWeaponAug, DT_WeaponAug )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponAug )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_aug, CWeaponAug );
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PRECACHE_WEAPON_REGISTER( weapon_aug );
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CWeaponAug::CWeaponAug()
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{
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}
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void CWeaponAug::SecondaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
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{
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pPlayer->SetFOV( pPlayer, 55, 0.2f );
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m_weaponMode = Secondary_Mode;
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}
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else if ( pPlayer->GetFOV() == 55 )
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{
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.15f );
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m_weaponMode = Primary_Mode;
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}
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else
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{
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
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m_weaponMode = Primary_Mode;
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}
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
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}
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float CWeaponAug::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return 0.0f;
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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return 0.035f + 0.4f * m_flAccuracy;
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else if ( pPlayer->GetAbsVelocity().Length2D() > 140 )
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return 0.035f + 0.07f * m_flAccuracy;
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else
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return 0.02f * m_flAccuracy;
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}
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else
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return BaseClass::GetInaccuracy();
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}
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void CWeaponAug::PrimaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV();
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float flCycleTime = GetCSWpnData().m_flCycleTime;
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if ( bZoomed )
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flCycleTime = 0.135f;
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if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) )
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return;
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// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
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pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( pPlayer->GetAbsVelocity().Length2D() > 5 )
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pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 );
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else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 );
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 );
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else
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pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 );
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}
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bool CWeaponAug::Reload()
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{
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m_weaponMode = Primary_Mode;
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return BaseClass::Reload();
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}
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bool CWeaponAug::Deploy()
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{
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m_weaponMode = Primary_Mode;
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return BaseClass::Deploy();
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}
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