nuclide/Source/Shared/WeaponUSP45.c

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/*
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FreeCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
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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_USP45;
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#ifdef SSQC
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.int iMode_USP45;
#else
int iWeaponMode_USP45;
#endif
// Weapon Info
weaponinfo_t wptUSP45 = {
WEAPON_USP45, // Identifier
SLOT_SECONDARY, // Slot
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500, // Price
CALIBER_45ACP, // Caliber ID
1.0, // Max Player Speed
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1, // Bullets Per Shot
12, // Clip/MagSize
34, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.79, // Range Modifier
TYPE_SEMI, // Firing Type
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0.15, // Attack-Delay
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2.5, // Reload-Delay
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iAmmo_45ACP, // Caliber Pointer
iMag_USP45, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
8, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_ONEHAND // Animation Type
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};
enum {
ANIM_USP45_IDLE,
ANIM_USP45_SILENCER_SHOOT1,
ANIM_USP45_SILENCER_SHOOT2,
ANIM_USP45_SILENCER_SHOOT3,
ANIM_USP45_SILENCER_SHOOTLAST,
ANIM_USP45_SILENCER_RELOAD,
ANIM_USP45_SILENCER_DRAW,
ANIM_USP45_SILENCER_ADD,
ANIM_USP45_IDLE2,
ANIM_USP45_SHOOT1,
ANIM_USP45_SHOOT2,
ANIM_USP45_SHOOT3,
ANIM_USP45_SHOOTLAST,
ANIM_USP45_RELOAD,
ANIM_USP45_DRAW,
ANIM_USP45_SILENCER_REMOVE
};
void WeaponUSP45_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
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#else
if ( iWeaponMode_USP45 == TRUE ) {
View_PlayAnimation( ANIM_USP45_SILENCER_DRAW );
} else {
View_PlayAnimation( ANIM_USP45_DRAW );
}
#endif
}
void WeaponUSP45_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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if ( self.iMode_USP45 == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/usp1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/usp2.wav", 1, ATTN_NORM );
}
} else {
sound( self, CHAN_WEAPON, "weapons/usp_unsil-1.wav", 1, ATTN_NORM );
}
}
#else
if ( getstatf( STAT_CURRENT_MAG ) == 0 ) {
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if ( iWeaponMode_USP45 == TRUE ) {
View_PlayAnimation( ANIM_USP45_SILENCER_SHOOTLAST );
} else {
View_PlayAnimation( ANIM_USP45_SHOOTLAST );
}
} else {
int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
if ( iWeaponMode_USP45 == TRUE ) {
View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT1 );
} else {
View_PlayAnimation( ANIM_USP45_SHOOT1 );
}
} else if ( iRand == 2 ) {
if ( iWeaponMode_USP45 == TRUE ) {
View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT2 );
} else {
View_PlayAnimation( ANIM_USP45_SHOOT2 );
}
} else {
if ( iWeaponMode_USP45 == TRUE ) {
View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT3 );
} else {
View_PlayAnimation( ANIM_USP45_SHOOT3 );
}
}
}
BaseGun_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponUSP45_Secondary( void ) {
#ifdef SSQC
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// Just switch the modes quickly
self.iMode_USP45 = 1 - self.iMode_USP45;
self.fAttackFinished = time + 3.0;
// Tell the client that we switched modes, too
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
#else
iWeaponMode_USP45 = 1 - iWeaponMode_USP45;
if ( iWeaponMode_USP45 == TRUE ) {
View_PlayAnimation( ANIM_USP45_SILENCER_ADD );
} else {
View_PlayAnimation( ANIM_USP45_SILENCER_REMOVE );
}
#endif
}
void WeaponUSP45_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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}
#else
if ( iWeaponMode_USP45 == TRUE ) {
View_PlayAnimation( ANIM_USP45_SILENCER_RELOAD );
} else {
View_PlayAnimation( ANIM_USP45_RELOAD );
}
#endif
}