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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 CWeaponMAC10 C_WeaponMAC10
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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 CWeaponMAC10 : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponMAC10, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponMAC10();
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virtual void Spawn();
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virtual void PrimaryAttack();
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virtual bool Deploy();
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virtual bool Reload();
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virtual float GetInaccuracy() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_MAC10; }
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private:
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CWeaponMAC10( const CWeaponMAC10 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMAC10, DT_WeaponMAC10 )
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BEGIN_NETWORK_TABLE( CWeaponMAC10, DT_WeaponMAC10 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponMAC10 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_mac10, CWeaponMAC10 );
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PRECACHE_WEAPON_REGISTER( weapon_mac10 );
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CWeaponMAC10::CWeaponMAC10()
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{
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}
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void CWeaponMAC10::Spawn( )
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{
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BaseClass::Spawn();
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m_flAccuracy = 0.15;
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}
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bool CWeaponMAC10::Deploy()
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{
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bool ret = BaseClass::Deploy();
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m_flAccuracy = 0.15;
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return ret;
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}
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bool CWeaponMAC10::Reload()
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{
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bool ret = BaseClass::Reload();
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m_flAccuracy = 0.15;
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return ret;
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}
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float CWeaponMAC10::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 0.375f * 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 CWeaponMAC10::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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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
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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 ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // jumping
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pPlayer->KickBack (1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5) // running
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pPlayer->KickBack (0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) // ducking
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pPlayer->KickBack (0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10);
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else // standing
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pPlayer->KickBack (0.775, 0.425, 0.2, 0.03, 3, 2.75, 9);
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}
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