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https://github.com/nillerusr/source-engine.git
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add csrike source code
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@@ -0,0 +1,106 @@
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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 CWeaponTMP C_WeaponTMP
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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 CWeaponTMP : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponTMP, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponTMP();
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virtual void PrimaryAttack();
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_TMP; }
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virtual bool IsSilenced( void ) const { return true; }
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virtual float GetInaccuracy() const;
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private:
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CWeaponTMP( const CWeaponTMP & );
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void DoFireEffects( void );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponTMP, DT_WeaponTMP )
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BEGIN_NETWORK_TABLE( CWeaponTMP, DT_WeaponTMP )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponTMP )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_tmp, CWeaponTMP );
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PRECACHE_WEAPON_REGISTER( weapon_tmp );
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CWeaponTMP::CWeaponTMP()
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{
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}
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float CWeaponTMP::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 0.25f * 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 CWeaponTMP::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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// 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 ) )
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pPlayer->KickBack (1.1, 0.5, 0.35, 0.045, 4.5, 3.5, 6);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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pPlayer->KickBack (0.8, 0.4, 0.2, 0.03, 3, 2.5, 7);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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pPlayer->KickBack (0.7, 0.35, 0.125, 0.025, 2.5, 2, 10);
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else
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pPlayer->KickBack (0.725, 0.375, 0.15, 0.025, 2.75, 2.25, 9);
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}
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void CWeaponTMP::DoFireEffects( void )
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{
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// TMP is silenced, so do nothing
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}
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