nuclide/Source/Shared/WeaponScout.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 iClip_SCOUT;
// Weapon Info
weaponinfo_t wptSCOUT = {
WEAPON_SCOUT, // Identifier
SLOT_PRIMARY,
2750, // Price
CALIBER_762MM, // Caliber ID
1.04, // Max Player Speed
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1, // Bullets Per Shot
10, // Clip/MagSize
75, // Damage Per Bullet
3, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO,
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1.25, // Attack-Delay
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2.0, // Reload-Delay
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iAmmo_762MM, // Caliber Pointer
iClip_SCOUT, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4 // Max Inaccuracy
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};
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// Anim Table
enum {
ANIM_SCOUT_IDLE,
ANIM_SCOUT_SHOOT1,
ANIM_SCOUT_SHOOT2,
ANIM_SCOUT_RELOAD,
ANIM_SCOUT_DRAW
};
void WeaponSCOUT_Draw( void ) {
#ifdef SSQC
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OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_SCOUT_DRAW );
#endif
}
void WeaponSCOUT_PrimaryFire( void ) {
#ifdef SSQC
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if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
// Play Sound
sound( self, CHAN_WEAPON, "weapons/scout_fire-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_SCOUT_SHOOT1 );
} else {
View_PlayAnimation( ANIM_SCOUT_SHOOT2 );
}
Sound_Delayed( "weapons/scout_bolt.wav", 1.0, 0.5 );
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#endif
}
void WeaponSCOUT_Reload( void ) {
#ifdef SSQC
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if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_SCOUT_RELOAD );
Sound_Delayed( "weapons/scout_clipout.wav", 1.0, 0.75 );
Sound_Delayed( "weapons/scout_clipin.wav", 1.0, 1.25 );
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#endif
}