nuclide/Source/shared/cstrike/weaponmac10.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_MAC10;
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// Weapon Info
weaponinfo_t wptMAC10 = {
WEAPON_MAC10, // Identifier
SLOT_PRIMARY, // Slot
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1400, // Price
CALIBER_45ACP, // Caliber ID
1.0, // Max Player Speed
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1, // Bullets Per Shot
30, // Clip/MagSize
29, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.82, // Range Modifier
TYPE_AUTO, // Firing Type
0.07, // Attack-Delay
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3.2, // Reload-Delay
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iAmmo_45ACP, // Caliber Pointer
iMag_MAC10, // Clip Pointer
200, // Accuracy Divisor
0.6, // Accuracy Offset
1.65, // Max Inaccuracy
9, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
0.95, // Armor penetration ratio
ATYPE_MP5, // Animation Type
SHELL_PISTOL
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};
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// Anim Table
enum {
ANIM_MAC10_IDLE,
ANIM_MAC10_RELOAD,
ANIM_MAC10_DRAW,
ANIM_MAC10_SHOOT1,
ANIM_MAC10_SHOOT2,
ANIM_MAC10_SHOOT3
};
void WeaponMAC10_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
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#else
View_PlayAnimation( ANIM_MAC10_DRAW );
#endif
}
void WeaponMAC10_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/mac10-1.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
View_PlayAnimation( ANIM_MAC10_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_MAC10_SHOOT2 );
} else {
View_PlayAnimation( ANIM_MAC10_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponMAC10_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
}
#else
View_PlayAnimation( ANIM_MAC10_RELOAD );
#endif
}