nuclide/Source/shared/cstrike/weaponak47.c

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/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
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.int iMag_AK47;
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// Weapon Info
weaponinfo_t wptAK47 = {
WEAPON_AK47, // Identifier
SLOT_PRIMARY, // Slot
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2500, // Price
CALIBER_762MM, // Caliber ID
0.88, // Max Player Speed
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1, // Bullets Per Shot
30, // Clip/MagSize
36, // Damage Per Bullet
2, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO, // Firing Type
0.0955, // Attack-Delay
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2.4, // Reload-Delay
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iAmmo_762MM, // Caliber Pointer
iMag_AK47, // Clip Pointer
200, // Accuracy Divisor
0.35, // Accuracy Offset
1.25, // Max Inaccuracy
4, // Minimum Crosshair Distance
4, // Crosshair Movement Delta
1.55, // Armor penetration ratio
ATYPE_AK47, // Animation Type
SHELL_RIFLE
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};
// Anim Table
enum {
ANIM_AK47_IDLE,
ANIM_AK47_RELOAD,
ANIM_AK47_DRAW,
ANIM_AK47_SHOOT1,
ANIM_AK47_SHOOT2,
ANIM_AK47_SHOOT3
};
void WeaponAK47_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
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#else
View_PlayAnimation( ANIM_AK47_DRAW );
#endif
}
void WeaponAK47_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/ak47-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/ak47-2.wav", 1, ATTN_NORM );
}
}
#else
int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
View_PlayAnimation( ANIM_AK47_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_AK47_SHOOT2 );
} else {
View_PlayAnimation( ANIM_AK47_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponAK47_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
}
#else
View_PlayAnimation( ANIM_AK47_RELOAD );
#endif
}