/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ .int iMag_GLOCK18; #ifdef SSQC .int iMode_GLOCK18; #else int iWeaponMode_GLOCK18; #endif // Weapon Info weaponinfo_t wptGLOCK18 = { WEAPON_GLOCK18, // Identifier SLOT_SECONDARY, // Slot 400, // Price CALIBER_9MM, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 20, // Clip/MagSize 25, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.75, // Range Modifier TYPE_SEMI, // Firing Type 0.15, // Attack-Delay 2.1, // Reload-Delay iAmmo_9MM, // Caliber Pointer iMag_GLOCK18, // Clip Pointer 200, // Accuracy Divisor 0.55, // Accuracy Offset 1.4, // Max Inaccuracyy 8, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.05, // Armor penetration ratio ATYPE_ONEHAND, // Animation Type SHELL_PISTOL }; // Anim Table enum { ANIM_GLOCK_IDLE1, ANIM_GLOCK_IDLE2, ANIM_GLOCK_IDLE3, ANIM_GLOCK_SHOOT_BURST1, ANIM_GLOCK_SHOOT_BURST2, ANIM_GLOCK_SHOOT, ANIM_GLOCK_SHOOT_EMPTY, ANIM_GLOCK_RELOAD1, ANIM_GLOCK_DRAW1, ANIM_GLOCK_UNUSED1, ANIM_GLOCK_UNUSED2, ANIM_GLOCK_DRAW2, ANIM_GLOCK_RELOAD2 }; void WeaponGLOCK18_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_GLOCK_DRAW1 ); } else { View_PlayAnimation( ANIM_GLOCK_DRAW2 ); } #endif } void WeaponGLOCK18_PrimaryFire( void ) { #ifdef SSQC if ( self.iMode_GLOCK18 == FALSE ) { if ( BaseGun_PrimaryFire() == TRUE ) { sound( self, CHAN_WEAPON, "weapons/glock18-2.wav", 1, ATTN_NORM ); } } else { if ( self.iMag_GLOCK18 <= 0 ) { return; } for ( int i = 0; i < 3; i++ ) { if ( self.iMag_GLOCK18 ) { BaseGun_ShotMultiplierHandle( 1 ); BaseGun_AccuracyCalc(); TraceAttack_FireBullets( 1, ( self.origin + self.view_ofs ) ); self.iMag_GLOCK18 -= 1; } } self.fAttackFinished = time + 0.5; sound( self, CHAN_WEAPON, "weapons/glock18-1.wav", 1, ATTN_NORM ); Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK ); } #else if ( iWeaponMode_GLOCK18 == FALSE ) { if ( getstatf( STAT_CURRENT_MAG ) == 0 ) { View_PlayAnimation( ANIM_GLOCK_SHOOT_EMPTY ); } else { View_PlayAnimation( ANIM_GLOCK_SHOOT ); } BaseGun_ShotMultiplierHandle( 1 ); } else { if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST1 ); } else { View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST2 ); } BaseGun_ShotMultiplierHandle( 3 ); } #endif } void WeaponGLOCK18_Secondary( void ) { #ifdef SSQC // Just switch the modes quickly self.iMode_GLOCK18 = 1 - self.iMode_GLOCK18; self.fAttackFinished = time + 0.2; // Tell the client that we switched modes, too Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK ); // TODO: Move to the clientside if ( self.iMode_GLOCK18 == TRUE ) { centerprint( self, "Switched to Burst-Fire mode" ); } else { centerprint( self, "Switched to Semi-Automatic mode" ); } #else iWeaponMode_GLOCK18 = 1 - iWeaponMode_GLOCK18; #endif } void WeaponGLOCK18_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_GLOCK_RELOAD1 ); } else { View_PlayAnimation( ANIM_GLOCK_RELOAD2 ); } #endif }