//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #if defined( CLIENT_DLL ) #define CWeaponUMP45 C_WeaponUMP45 #include "c_cs_player.h" #else #include "cs_player.h" #endif class CWeaponUMP45 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponUMP45, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponUMP45(); virtual void Spawn(); virtual void PrimaryAttack(); virtual bool Deploy(); virtual bool Reload(); virtual float GetInaccuracy() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_UMP45; } private: CWeaponUMP45( const CWeaponUMP45 & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponUMP45, DT_WeaponUMP45 ) BEGIN_NETWORK_TABLE( CWeaponUMP45, DT_WeaponUMP45 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponUMP45 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_ump45, CWeaponUMP45 ); PRECACHE_WEAPON_REGISTER( weapon_ump45 ); CWeaponUMP45::CWeaponUMP45() { } void CWeaponUMP45::Spawn() { BaseClass::Spawn(); m_flAccuracy = 0.0; } bool CWeaponUMP45::Deploy() { bool ret = BaseClass::Deploy(); m_flAccuracy = 0.0; return ret; } bool CWeaponUMP45::Reload() { bool ret = BaseClass::Reload(); m_flAccuracy = 0.0; return ret; } float CWeaponUMP45::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 0.24f * m_flAccuracy; else return 0.04f * m_flAccuracy; } else return BaseClass::GetInaccuracy(); } void CWeaponUMP45::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; // Kick the gun based on the state of the player. if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack (0.125, 0.65, 0.55, 0.0475, 5.5, 4, 10); else if (pPlayer->GetAbsVelocity().Length2D() > 5) pPlayer->KickBack (0.55, 0.3, 0.225, 0.03, 3.5, 2.5, 10); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack (0.25, 0.175, 0.125, 0.02, 2.25, 1.25, 10); else pPlayer->KickBack (0.275, 0.2, 0.15, 0.0225, 2.5, 1.5, 10); }