Пример #1
0
void CWeaponAug::AUGFire(float flSpread, bool bZoomed)
{
    float flCycleTime = GetCSWpnData().m_flCycleTime;

    if (bZoomed)
        flCycleTime = 0.135f;

    if (!CSBaseGunFire(flSpread, flCycleTime, true))
        return;

    CMomentumPlayer *pPlayer = GetPlayerOwner();

    // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
    if (!pPlayer)
        return;

    if (pPlayer->GetAbsVelocity().Length2D() > 5)
        pPlayer->KickBack(1, 0.45, 0.275, 0.05, 4, 2.5, 7);

    else if (!FBitSet(pPlayer->GetFlags(), FL_ONGROUND))
        pPlayer->KickBack(1.25, 0.45, 0.22, 0.18, 5.5, 4, 5);

    else if (FBitSet(pPlayer->GetFlags(), FL_DUCKING))
        pPlayer->KickBack(0.575, 0.325, 0.2, 0.011, 3.25, 2, 8);

    else
        pPlayer->KickBack(0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8);
}
Пример #2
0
void CWeaponP90::P90Fire(float flSpread)
{
    CMomentumPlayer *pPlayer = GetPlayerOwner();
    if (!pPlayer)
        return;

    if (!CSBaseGunFire(flSpread, GetCSWpnData().m_flCycleTime, true))
        return;

    // Kick the gun based on the state of the player.
    if (!FBitSet(pPlayer->GetFlags(), FL_ONGROUND))
        pPlayer->KickBack(0.9, 0.45, 0.35, 0.04, 5.25, 3.5, 4);
    else if (pPlayer->GetAbsVelocity().Length2D() > 5)
        pPlayer->KickBack(0.45, 0.3, 0.2, 0.0275, 4, 2.25, 7);
    else if (FBitSet(pPlayer->GetFlags(), FL_DUCKING))
        pPlayer->KickBack(0.275, 0.2, 0.125, 0.02, 3, 1, 9);
    else
        pPlayer->KickBack(0.3, 0.225, 0.125, 0.02, 3.25, 1.25, 8);
}
Пример #3
0
void CWeaponFamas::FamasFire(float flSpread, bool bFireBurst)
{
    CMomentumPlayer *pPlayer = GetPlayerOwner();
    if (!pPlayer)
        return;

    float flCycleTime = GetCSWpnData().m_flCycleTime;

    // change a few things if we're in burst mode
    if (bFireBurst)
    {
        m_iFamasShotsFired = 0;
        flCycleTime = 0.55f;
    }
    else
    {
        flSpread += 0.01;
    }

    if (!CSBaseGunFire(flSpread, flCycleTime, true))
        return;

    if (pPlayer->GetAbsVelocity().Length2D() > 5)
        pPlayer->KickBack(1, 0.45, 0.275, 0.05, 4, 2.5, 7);

    else if (!FBitSet(pPlayer->GetFlags(), FL_ONGROUND))
        pPlayer->KickBack(1.25, 0.45, 0.22, 0.18, 5.5, 4, 5);

    else if (FBitSet(pPlayer->GetFlags(), FL_DUCKING))
        pPlayer->KickBack(0.575, 0.325, 0.2, 0.011, 3.25, 2, 8);

    else
        pPlayer->KickBack(0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8);

    if (bFireBurst)
    {
        // Fire off the next two rounds
        m_flFamasShoot = gpGlobals->curtime + 0.05;	// 0.1
        m_fBurstSpread = flSpread;
        m_iFamasShotsFired++;
    }
}
Пример #4
0
void CWeaponGalil::GalilFire(float flSpread)
{
    if (!CSBaseGunFire(flSpread, GetCSWpnData().m_flCycleTime, true))
        return;

    CMomentumPlayer *pPlayer = GetPlayerOwner();

    // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
    if (!pPlayer)
        return;

    if (pPlayer->GetAbsVelocity().Length2D() > 5)
        pPlayer->KickBack(1.0, 0.45, 0.28, 0.045, 3.75, 3, 7);
    else if (!FBitSet(pPlayer->GetFlags(), FL_ONGROUND))
        pPlayer->KickBack(1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
    else if (FBitSet(pPlayer->GetFlags(), FL_DUCKING))
        pPlayer->KickBack(0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7);
    else
        pPlayer->KickBack(0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
}
Пример #5
0
void CAK47::AK47Fire(float flSpread)
{
    if (!CSBaseGunFire(flSpread, GetCSWpnData().m_flCycleTime, true))
        return;

    CMomentumPlayer *pPlayer = GetPlayerOwner();

    // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
    if (!pPlayer)
        return;

    if (pPlayer->GetAbsVelocity().Length2D() > 5)
        pPlayer->KickBack(1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7);
    else if (!FBitSet(pPlayer->GetFlags(), FL_ONGROUND))
        pPlayer->KickBack(2, 1.0, 0.5, 0.35, 9, 6, 5);
    else if (FBitSet(pPlayer->GetFlags(), FL_DUCKING))
        pPlayer->KickBack(0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9);
    else
        pPlayer->KickBack(1, 0.375, 0.175, 0.0375, 5.75, 1.75, 8);
}
Пример #6
0
void CWeaponMAC10::MAC10Fire(float flSpread)
{
    if (!CSBaseGunFire(flSpread, GetCSWpnData().m_flCycleTime, true))
        return;

    CMomentumPlayer *pPlayer = GetPlayerOwner();

    // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
    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);
}
Пример #7
0
void CWeaponUMP45::UMP45Fire(float flSpread)
{
    if (!CSBaseGunFire(flSpread, GetCSWpnData().m_flCycleTime, true))
        return;

    CMomentumPlayer *pPlayer = GetPlayerOwner();

    // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
    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);
}
Пример #8
0
void CWeaponM4A1::M4A1Fire(float flSpread)
{
    if (!CSBaseGunFire(flSpread, GetCSWpnData().m_flCycleTime, !m_bSilencerOn))
        return;

    if (m_bSilencerOn)
        SendWeaponAnim(ACT_VM_PRIMARYATTACK_SILENCED);

    CMomentumPlayer *pPlayer = GetPlayerOwner();

    // CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
    if (!pPlayer)
        return;

    if (pPlayer->GetAbsVelocity().Length2D() > 5)
        pPlayer->KickBack(1.0, 0.45, 0.28, 0.045, 3.75, 3, 7);
    else if (!FBitSet(pPlayer->GetFlags(), FL_ONGROUND))
        pPlayer->KickBack(1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
    else if (FBitSet(pPlayer->GetFlags(), FL_DUCKING))
        pPlayer->KickBack(0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7);
    else
        pPlayer->KickBack(0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
}