/* 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. */ weaponinfo_t wptTable[ CS_WEAPON_COUNT ] = { { 0, 0, 0, 0, 240, 0, 0, 0, 0, 0.0, 0.0, 0, 0.0, 0.0, iAmmo_9MM, iAmmo_9MM, 0.0, 0.0, 0.0, 0, 0 }, wptKNIFE, wptUSP45, wptGLOCK18, wptDEAGLE, wptP228, wptELITES, wptFIVESEVEN, wptM3, wptXM1014, wptMP5, wptP90, wptUMP45, wptMAC10, wptTMP, wptAK47, wptSG552, wptM4A1, wptAUG, wptSCOUT, wptAWP, wptG3SG1, wptSG550, wptPARA, wptC4BOMB, wptFLASHBANG, wptHEGRENADE, wptSMOKEGRENADE }; #ifdef SSQC .int iShotMultiplier; .float fDecreaseShotTime; //.int iOldShotMultiplier; #endif /* ==================== BaseGun_ShotMultiplierHandle ==================== */ void BaseGun_ShotMultiplierHandle( float fShots ) { #ifdef SSQC if ( self.iShotMultiplier > 12 ) { self.iShotMultiplier = 12; } else { self.iShotMultiplier += fShots; } self.fDecreaseShotTime = time + 0.2; #else vector vPunch; if ( pSeat->iShotMultiplier > 12 ) { pSeat->iShotMultiplier = 12; } else { pSeat->iShotMultiplier += fShots; } vPunch_x = -2 * ( pSeat->iShotMultiplier / 6 ); vPunch_y = random( -1, 1 ); View_AddPunchAngle( vPunch ); #endif } #ifdef SSQC /* ==================== BaseGun_ShotMultiplierUpdate This is being triggered in PlayerPreThink after the input ==================== */ void BaseGun_ShotMultiplierUpdate( void ) { if ( ( self.iShotMultiplier > 0 ) && ( self.fDecreaseShotTime < time ) ) { self.fDecreaseShotTime = time + wptTable[ self.weapon ].fAttackFinished + 0.01; self.iShotMultiplier--; } } /* ==================== BaseGun_Draw ==================== */ void BaseGun_Draw( void ) { self.iCurrentMag = self.(wptTable[ self.weapon ].iMagfld); self.iCurrentCaliber = self.(wptTable[ self.weapon ].iCaliberfld); Client_SendEvent( self, EV_WEAPON_DRAW ); } /* ==================== BaseGun_AccuracyCalc ==================== */ void BaseGun_AccuracyCalc( void ) { if ( wptTable[ self.weapon ].fAccuracyDivisor == -1 ) { if ( self.viewzoom < 1.0f ) { self.fAccuracy = 0.0f; } else { self.fAccuracy = 0.05f; } } else { self.fAccuracy = ( self.iShotMultiplier / wptTable[ self.weapon ].fAccuracyDivisor ); } } /* ==================== BaseGun_PrimaryFire Returns whether or not to play an animation ==================== */ float BaseGun_PrimaryFire( void ) { // Nothing in the clip anymore? Don't even attempt if ( ( self.(wptTable[ self.weapon ].iMagfld) - 1 ) < 0 ) { return FALSE; } // Responsible for semi-automatic switch if ( wptTable[ self.weapon ].fWeaponType == TYPE_SEMI ) { self.flags = self.flags - ( self.flags & FL_SEMI_TOGGLED ); } BaseGun_ShotMultiplierHandle( wptTable[ self.weapon ].iBullets ); BaseGun_AccuracyCalc(); TraceAttack_FireBullets( wptTable[ self.weapon ].iBullets, ( self.origin + self.view_ofs ) ); Animation_ShootWeapon( self ); self.(wptTable[ self.weapon ].iMagfld) -= 1; self.fAttackFinished = time + wptTable[ self.weapon ].fAttackFinished; Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK ); return TRUE; } /* ==================== BaseGun_Reload ==================== */ float BaseGun_Reload( void ) { static void BaseGun_FinishReload( void ) { int iNeed = wptTable[ self.weapon ].iMagSize - self.(wptTable[ self.weapon ].iMagfld); int iHave = self.(wptTable[ self.weapon ].iCaliberfld); if ( iNeed > iHave ) { self.(wptTable[ self.weapon ].iMagfld) += iHave; self.(wptTable[ self.weapon ].iCaliberfld) = 0; } else { self.(wptTable[ self.weapon ].iMagfld) += iNeed; self.(wptTable[ self.weapon ].iCaliberfld) -= iNeed; } Weapon_UpdateCurrents(); } // Don't bother reloading the gun when full if ( self.(wptTable[ self.weapon ].iMagfld) == wptTable[ self.weapon ].iMagSize ) { return FALSE; } // Also don't bother reloading the gun if you've got nothing to reload it with if ( self.(wptTable[ self.weapon ].iCaliberfld) <= 0 ) { return FALSE; } self.think = BaseGun_FinishReload; self.nextthink = time + wptTable[ self.weapon ].fReloadFinished; self.fAttackFinished = self.nextthink; Animation_ReloadWeapon( self ); Client_SendEvent( self, EV_WEAPON_RELOAD ); return TRUE; } #endif