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https://github.com/nillerusr/source-engine.git
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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 CWeaponM249 C_WeaponM249
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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 CWeaponM249 : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponM249, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponM249();
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virtual void PrimaryAttack();
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virtual float GetInaccuracy() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M249; }
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private:
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CWeaponM249( const CWeaponM249 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM249, DT_WeaponM249 )
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BEGIN_NETWORK_TABLE( CWeaponM249, DT_WeaponM249 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponM249 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_m249, CWeaponM249 );
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PRECACHE_WEAPON_REGISTER( weapon_m249 );
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CWeaponM249::CWeaponM249()
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{
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}
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float CWeaponM249::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 0.045f + 0.5f * m_flAccuracy;
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else if (pPlayer->GetAbsVelocity().Length2D() > 140)
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return 0.045f + 0.095f * m_flAccuracy;
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else
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return 0.03f * 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 CWeaponM249::PrimaryAttack( void )
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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 ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
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return;
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pPlayer = GetPlayerOwner();
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// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
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if ( !pPlayer )
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return;
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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pPlayer->KickBack (1.8, 0.65, 0.45, 0.125, 5, 3.5, 8);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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pPlayer->KickBack (1.1, 0.5, 0.3, 0.06, 4, 3, 8);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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pPlayer->KickBack (0.75, 0.325, 0.25, 0.025, 3.5, 2.5, 9);
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else
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pPlayer->KickBack (0.8, 0.35, 0.3, 0.03, 3.75, 3, 9);
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}
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