//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #if defined( CLIENT_DLL ) #define CWeaponSG552 C_WeaponSG552 #include "c_cs_player.h" #else #include "cs_player.h" #endif class CWeaponSG552 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponSG552, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponSG552(); virtual void SecondaryAttack(); virtual void PrimaryAttack(); virtual float GetInaccuracy() const; virtual float GetMaxSpeed() const; virtual bool Reload(); virtual bool Deploy(); virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SG552; } #ifdef CLIENT_DLL virtual bool HideViewModelWhenZoomed( void ) { return false; } #endif private: CWeaponSG552( const CWeaponSG552 & ); void SG552Fire( float flSpread, bool bZoomed ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSG552, DT_WeaponSG552 ) BEGIN_NETWORK_TABLE( CWeaponSG552, DT_WeaponSG552 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponSG552 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_sg552, CWeaponSG552 ); PRECACHE_WEAPON_REGISTER( weapon_sg552 ); CWeaponSG552::CWeaponSG552() { } void CWeaponSG552::SecondaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV()) { pPlayer->SetFOV( pPlayer, 55, 0.2f ); m_weaponMode = Secondary_Mode; } else if (pPlayer->GetFOV() == 55) { pPlayer->SetFOV( pPlayer, 0, 0.15f ); m_weaponMode = Secondary_Mode; } else { //FIXME: This seems wrong pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); m_weaponMode = Primary_Mode; } m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; } float CWeaponSG552::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 0.035f + 0.45f * m_flAccuracy; else if (pPlayer->GetAbsVelocity().Length2D() > 140) return 0.035f + 0.075f * m_flAccuracy; else return 0.02f * m_flAccuracy; } else return BaseClass::GetInaccuracy(); } void CWeaponSG552::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV(); float flCycleTime = GetCSWpnData().m_flCycleTime; if ( bZoomed ) flCycleTime = 0.135f; if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) ) return; // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if (pPlayer->GetAbsVelocity().Length2D() > 5) pPlayer->KickBack (1, 0.45, 0.28, 0.04, 4.25, 2.5, 7); else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack (1.25, 0.45, 0.22, 0.18, 6, 4, 5); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack (0.6, 0.35, 0.2, 0.0125, 3.7, 2, 10); else pPlayer->KickBack (0.625, 0.375, 0.25, 0.0125, 4, 2.25, 9); } float CWeaponSG552::GetMaxSpeed() const { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer || pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) return BaseClass::GetMaxSpeed(); else return 200; // zoomed in. } bool CWeaponSG552::Reload() { m_weaponMode = Primary_Mode; return BaseClass::Reload(); } bool CWeaponSG552::Deploy() { m_weaponMode = Primary_Mode; return BaseClass::Deploy(); }