nuclide/Source/Shared/WeaponAWP.c

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/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
.int iMag_AWP;
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// Weapon Info
weaponinfo_t wptAWP = {
WEAPON_AWP, // Identifier
SLOT_PRIMARY, // Slot
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4750, // Price
CALIBER_338MAG, // Caliber ID
0.84, // Max Player Speed
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1, // Bullets Per Shot
10, // Clip/MagSize
115, // Damage Per Bullet
3, // Penetration Multiplier
8192, // Bullet Range
0.99, // Range Modifier
TYPE_AUTO, // Firing Type
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1.2, // Attack-Delay
2.9, // Reload-Delay
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iAmmo_338MAG, // Caliber Pointer
iMag_AWP, // Clip Pointer
-1, // Accuracy Divisor
0, // Accuracy Offset
0, // Max Inaccuracy
8, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.95 // Armor penetration ratio
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};
// Anim Table
enum {
ANIM_AWP_IDLE,
ANIM_AWP_SHOOT1,
ANIM_AWP_SHOOT2,
ANIM_AWP_SHOOT3,
ANIM_AWP_RELOAD,
ANIM_AWP_DRAW
};
void WeaponAWP_Draw( void ) {
#ifdef SSQC
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OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_AWP_DRAW );
Sound_Delayed( "weapons/awp_deploy.wav", 1.0, 0.5 );
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#endif
}
void WeaponAWP_PrimaryFire( void ) {
#ifdef SSQC
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if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
// Play Sound
sound( self, CHAN_WEAPON, "weapons/awp1.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
View_PlayAnimation( ANIM_AWP_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_AWP_SHOOT2 );
} else {
View_PlayAnimation( ANIM_AWP_SHOOT3 );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
Sound_Delayed( "weapons/awp_deploy.wav", 1.0, 0.4 );
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#endif
}
void WeaponAWP_Reload( void ) {
#ifdef SSQC
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if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_AWP_RELOAD );
Sound_Delayed( "weapons/awp_clipout.wav", 1.0, 0.9 );
Sound_Delayed( "weapons/awp_clipin.wav", 1.0, 1.8 );
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#endif
}