//========= 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 }