mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
107 lines
2.2 KiB
C++
107 lines
2.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "weapon_csbasegun.h"
|
|
|
|
|
|
#if defined( CLIENT_DLL )
|
|
|
|
#define CWeaponTMP C_WeaponTMP
|
|
#include "c_cs_player.h"
|
|
|
|
#else
|
|
|
|
#include "cs_player.h"
|
|
|
|
#endif
|
|
|
|
|
|
class CWeaponTMP : public CWeaponCSBaseGun
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CWeaponTMP, CWeaponCSBaseGun );
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
|
|
CWeaponTMP();
|
|
|
|
virtual void PrimaryAttack();
|
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_TMP; }
|
|
virtual bool IsSilenced( void ) const { return true; }
|
|
|
|
virtual float GetInaccuracy() const;
|
|
|
|
private:
|
|
|
|
CWeaponTMP( const CWeaponTMP & );
|
|
|
|
void DoFireEffects( void );
|
|
};
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponTMP, DT_WeaponTMP )
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponTMP, DT_WeaponTMP )
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponTMP )
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_tmp, CWeaponTMP );
|
|
PRECACHE_WEAPON_REGISTER( weapon_tmp );
|
|
|
|
|
|
CWeaponTMP::CWeaponTMP()
|
|
{
|
|
}
|
|
|
|
|
|
float CWeaponTMP::GetInaccuracy() const
|
|
{
|
|
if ( weapon_accuracy_model.GetInt() == 1 )
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if ( !pPlayer )
|
|
return 0.0f;
|
|
|
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
|
return 0.25f * m_flAccuracy;
|
|
else
|
|
return 0.03f * m_flAccuracy;
|
|
}
|
|
else
|
|
return BaseClass::GetInaccuracy();
|
|
}
|
|
|
|
void CWeaponTMP::PrimaryAttack( void )
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) )
|
|
return;
|
|
|
|
// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
|
|
pPlayer = GetPlayerOwner();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
|
pPlayer->KickBack (1.1, 0.5, 0.35, 0.045, 4.5, 3.5, 6);
|
|
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
|
|
pPlayer->KickBack (0.8, 0.4, 0.2, 0.03, 3, 2.5, 7);
|
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
|
|
pPlayer->KickBack (0.7, 0.35, 0.125, 0.025, 2.5, 2, 10);
|
|
else
|
|
pPlayer->KickBack (0.725, 0.375, 0.15, 0.025, 2.75, 2.25, 9);
|
|
}
|
|
|
|
void CWeaponTMP::DoFireEffects( void )
|
|
{
|
|
// TMP is silenced, so do nothing
|
|
}
|