nuclide/Source/Shared/WeaponDeagle.c

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/*
OpenCS 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_DEAGLE;
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// Weapon Info
weaponinfo_t wptDEAGLE = {
WEAPON_DEAGLE, // Identifier
SLOT_SECONDARY, // Slot
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650, // Price
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CALIBER_50AE, // Caliber ID
1.0, // Max Player Speed
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1, // Bullets Per Shot
7, // Clip/MagSize
54, // Damage Per Bullet
2, // Penetration Multiplier
4096, // Bullet Range
0.81, // Range Modifier
TYPE_SEMI, // Firing Type
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0.15, // Attack-Delay
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2.1, // Reload-Delay
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iAmmo_50AE, // Caliber Pointer
iMag_DEAGLE, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
8, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.5, // Armor penetration ratio
ATYPE_ONEHAND // Animation Type
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};
// Anim Table
enum {
ANIM_DEAGLE_IDLE,
ANIM_DEAGLE_SHOOT1,
ANIM_DEAGLE_SHOOT2,
ANIM_DEAGLE_SHOOT_EMPTY,
ANIM_DEAGLE_RELOAD,
ANIM_DEAGLE_DRAW
};
void WeaponDEAGLE_Draw( void ) {
#ifdef SSQC
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OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_DEAGLE_DRAW );
#endif
}
void WeaponDEAGLE_PrimaryFire( void ) {
#ifdef SSQC
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if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/deagle-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/deagle-2.wav", 1, ATTN_NORM );
}
}
#else
if ( getstatf( STAT_CURRENT_MAG ) == 0 ) {
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View_PlayAnimation( ANIM_DEAGLE_SHOOT_EMPTY );
} else {
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_DEAGLE_SHOOT1 );
} else {
View_PlayAnimation( ANIM_DEAGLE_SHOOT2 );
}
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponDEAGLE_Reload( void ) {
#ifdef SSQC
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if ( OpenCSGunBase_Reload() == TRUE ) {
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}
#else
View_PlayAnimation( ANIM_DEAGLE_RELOAD );
#endif
}