/*
 * Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
 *
 * Permission to use, copy, modify, and distribute this software for any
 * purpose with or without fee is hereby granted, provided that the above
 * copyright notice and this permission notice appear in all copies.
 *
 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
 * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
 * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
 * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 */

.int iMag_UMP45;

// Weapon Info
weaponinfo_t wptUMP45 = { 
	WEAPON_UMP45, 		// Identifier
	SLOT_PRIMARY,		// Slot
	1700, 				// Price
	CALIBER_45ACP, 		// Caliber ID
	1.0, 				// Max Player Speed
	1, 					// Bullets Per Shot
	25, 				// Clip/MagSize
	30, 				// Damage Per Bullet
	1, 					// Penetration Multiplier
	4096, 				// Bullet Range
	0.82, 				// Range Modifier
	TYPE_AUTO,			// Firing Type
	0.105, 				// Attack-Delay
	3.5, 				// Reload-Delay
	iAmmo_45ACP, 		// Caliber Pointer
	iMag_UMP45, 		// Clip Pointer
	210,				// Accuracy Divisor
	0.5,				// Accuracy Offset
	1,					// Max Inaccuracy
	6,					// Minimum Crosshair Distance
	3,					// Crosshair Movement Delta
	1.0,				// Armor penetration ratio
	ATYPE_MP5,			// Animation Type
	SHELL_RIFLE
};

// Anim Table
enum {
	ANIM_UMP45_IDLE,
	ANIM_UMP45_RELOAD,
	ANIM_UMP45_DRAW,
	ANIM_UMP45_SHOOT1,
	ANIM_UMP45_SHOOT2,
	ANIM_UMP45_SHOOT3
};

void WeaponUMP45_Draw( void ) {
#ifdef SSQC
	BaseGun_Draw();
	//sound( self, CHAN_WEAPON, "weapons/ump45_boltslap.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
#else
	View_PlayAnimation( ANIM_UMP45_DRAW );
#endif
}

void WeaponUMP45_PrimaryFire( void ) {
#ifdef SSQC
	if ( BaseGun_PrimaryFire() == TRUE ) {
		sound( self, CHAN_WEAPON, "weapons/ump45-1.wav", 1, ATTN_NORM );
	}
#else
	int iRand = (int)floor( random( 1, 4 ) );
	
	if ( iRand == 1 ) {
		View_PlayAnimation( ANIM_UMP45_SHOOT1 );
	} else if ( iRand == 2 ) {
		View_PlayAnimation( ANIM_UMP45_SHOOT2 );
	} else {
		View_PlayAnimation( ANIM_UMP45_SHOOT3 );
	}
	
	BaseGun_ShotMultiplierHandle( 1 );
#endif
}

void WeaponUMP45_Reload( void ) {
	#ifdef SSQC
	if ( BaseGun_Reload() == TRUE ) {
		// Play Sound
	}
	#else
	View_PlayAnimation( ANIM_UMP45_RELOAD );
	#endif
}
