//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #if defined( CLIENT_DLL ) #define CWeaponMP5Navy C_WeaponMP5Navy #include "c_cs_player.h" #else #include "cs_player.h" #endif class CWeaponMP5Navy : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponMP5Navy, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponMP5Navy(); virtual void Spawn(); virtual void PrimaryAttack(); virtual bool Deploy(); virtual bool Reload(); virtual float GetInaccuracy() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_MP5NAVY; } private: CWeaponMP5Navy( const CWeaponMP5Navy & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5Navy, DT_WeaponMP5Navy ) BEGIN_NETWORK_TABLE( CWeaponMP5Navy, DT_WeaponMP5Navy ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponMP5Navy ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_mp5navy, CWeaponMP5Navy ); PRECACHE_WEAPON_REGISTER( weapon_mp5navy ); CWeaponMP5Navy::CWeaponMP5Navy() { } void CWeaponMP5Navy::Spawn() { BaseClass::Spawn(); m_flAccuracy = 0.0; } bool CWeaponMP5Navy::Deploy( ) { bool ret = BaseClass::Deploy(); m_flAccuracy = 0.0; return ret; } bool CWeaponMP5Navy::Reload( ) { bool ret = BaseClass::Reload(); m_flAccuracy = 0.0; return ret; } float CWeaponMP5Navy::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 0.2f * m_flAccuracy; else return 0.04f * m_flAccuracy; } else return BaseClass::GetInaccuracy(); } void CWeaponMP5Navy::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; // Kick the gun based on the state of the player. if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack (0.9, 0.475, 0.35, 0.0425, 5, 3, 6); else if (pPlayer->GetAbsVelocity().Length2D() > 5) pPlayer->KickBack (0.5, 0.275, 0.2, 0.03, 3, 2, 10); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack (0.225, 0.15, 0.1, 0.015, 2, 1, 10); else pPlayer->KickBack (0.25, 0.175, 0.125, 0.02, 2.25, 1.25, 10); }