//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #if defined( CLIENT_DLL ) #define CWeaponP90 C_WeaponP90 #include "c_cs_player.h" #else #include "cs_player.h" #endif class CWeaponP90 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponP90, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponP90(); virtual void PrimaryAttack(); virtual float GetInaccuracy() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_P90; } private: CWeaponP90( const CWeaponP90 & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP90, DT_WeaponP90 ) BEGIN_NETWORK_TABLE( CWeaponP90, DT_WeaponP90 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponP90 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_p90, CWeaponP90 ); PRECACHE_WEAPON_REGISTER( weapon_p90 ); CWeaponP90::CWeaponP90() { } float CWeaponP90::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 0.3f * m_flAccuracy; else if (pPlayer->GetAbsVelocity().Length2D() > 170) return 0.115f * m_flAccuracy; else return 0.045f * m_flAccuracy; } else return BaseClass::GetInaccuracy(); } void CWeaponP90::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, Primary_Mode ) ) return; // Kick the gun based on the state of the player. if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack (0.9, 0.45, 0.35, 0.04, 5.25, 3.5, 4); else if (pPlayer->GetAbsVelocity().Length2D() > 5) pPlayer->KickBack (0.45, 0.3, 0.2, 0.0275, 4, 2.25, 7); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack (0.275, 0.2, 0.125, 0.02, 3, 1, 9); else pPlayer->KickBack (0.3, 0.225, 0.125, 0.02, 3.25, 1.25, 8); }