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https://github.com/nillerusr/source-engine.git
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115 lines
2.4 KiB
C++
115 lines
2.4 KiB
C++
//========= 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 CWeaponGalil C_WeaponGalil
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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 CWeaponGalil : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponGalil, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponGalil();
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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_GALIL; }
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private:
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CWeaponGalil( const CWeaponGalil & );
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void GalilFire( float flSpread );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGalil, DT_WeaponGalil )
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BEGIN_NETWORK_TABLE( CWeaponGalil, DT_WeaponGalil )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponGalil )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_galil, CWeaponGalil );
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PRECACHE_WEAPON_REGISTER( weapon_galil );
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CWeaponGalil::CWeaponGalil()
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{
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}
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float CWeaponGalil::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 0.04f + 0.3f * m_flAccuracy;
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else if (pPlayer->GetAbsVelocity().Length2D() > 140)
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return 0.04f + 0.07f * m_flAccuracy;
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else
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return 0.0375f * 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 CWeaponGalil::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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// don't fire underwater
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if (pPlayer->GetWaterLevel() == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
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return;
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}
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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 (pPlayer->GetAbsVelocity().Length2D() > 5)
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pPlayer->KickBack (1.0, 0.45, 0.28, 0.045, 3.75, 3, 7);
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else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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pPlayer->KickBack (1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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pPlayer->KickBack (0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7);
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else
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pPlayer->KickBack (0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
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}
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