//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #if defined( CLIENT_DLL ) #define CWeaponMAC10 C_WeaponMAC10 #include "c_cs_player.h" #else #include "cs_player.h" #endif class CWeaponMAC10 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponMAC10, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponMAC10(); virtual void Spawn(); virtual void PrimaryAttack(); virtual bool Deploy(); virtual bool Reload(); virtual float GetInaccuracy() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_MAC10; } private: CWeaponMAC10( const CWeaponMAC10 & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMAC10, DT_WeaponMAC10 ) BEGIN_NETWORK_TABLE( CWeaponMAC10, DT_WeaponMAC10 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponMAC10 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_mac10, CWeaponMAC10 ); PRECACHE_WEAPON_REGISTER( weapon_mac10 ); CWeaponMAC10::CWeaponMAC10() { } void CWeaponMAC10::Spawn( ) { BaseClass::Spawn(); m_flAccuracy = 0.15; } bool CWeaponMAC10::Deploy() { bool ret = BaseClass::Deploy(); m_flAccuracy = 0.15; return ret; } bool CWeaponMAC10::Reload() { bool ret = BaseClass::Reload(); m_flAccuracy = 0.15; return ret; } float CWeaponMAC10::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 0.375f * m_flAccuracy; else return 0.03f * m_flAccuracy; } else return BaseClass::GetInaccuracy(); } void CWeaponMAC10::PrimaryAttack() { 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 ) ) // jumping pPlayer->KickBack (1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5); else if (pPlayer->GetAbsVelocity().Length2D() > 5) // running pPlayer->KickBack (0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) // ducking pPlayer->KickBack (0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10); else // standing pPlayer->KickBack (0.775, 0.425, 0.2, 0.03, 3, 2.75, 9); }