/* 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. */ // Because padding... weaponinfo_t wptDEFAULT = { 0, 0, 0, 0, 240, 0, 0, 0, 0, 0.0, 0.0, 0, 0.0, 0.0, iAmmo_9MM, iAmmo_9MM }; weaponinfo_t wptTable[ CS_WEAPON_COUNT ] = { wptDEFAULT, wptDEFAULT, wptUSP45, wptGLOCK18, wptDEAGLE, wptP228, wptELITES, wptFIVESEVEN, wptM3, wptXM1014, wptMP5, wptP90, wptUMP45, wptMAC10, wptTMP, wptAK47, wptSG552, wptM4A1, wptAUG, wptSCOUT, wptAWP, wptG3SG1, wptSG550, wptPARA }; #ifdef QWSSQC void OpenCSGunBase_Draw( void ) { #ifdef QWSSQC self.iCurrentClip = self.(wptTable[ self.weapon ].iClipfld); self.iCurrentCaliber = self.(wptTable[ self.weapon ].iCaliberfld); Client_SendEvent( self, EV_WEAPON_DRAW ); #endif } // Returns whether or not to play an animation float OpenCSGunBase_PrimaryFire( void ) { #ifdef QWSSQC // Nothing in the clip anymore? Don't even attempt if ( ( self.(wptTable[ self.weapon ].iClipfld) - 1 ) < 0 ) { return FALSE; } // Take as many bullets away from the clip as it takes self.(wptTable[ self.weapon ].iClipfld) -= 1; self.fAttackFinished = time + wptTable[ self.weapon ].fAttackFinished; Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK ); return TRUE; #endif } float OpenCSGunBase_Reload( void ) { #ifdef QWSSQC // Don't bother reloading the gun when full if ( self.(wptTable[ self.weapon ].iClipfld) == wptTable[ self.weapon ].iClipSize ) { 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; } if ( self.(wptTable[ self.weapon ].iCaliberfld) < wptTable[ self.weapon ].iClipSize ) { self.(wptTable[ self.weapon ].iClipfld) = self.(wptTable[ self.weapon ].iCaliberfld); self.(wptTable[ self.weapon ].iCaliberfld) = 0; } else { self.(wptTable[ self.weapon ].iClipfld) = wptTable[ self.weapon ].iClipSize; self.(wptTable[ self.weapon ].iCaliberfld) -= wptTable[ self.weapon ].iClipSize; } self.fAttackFinished = time + wptTable[ self.weapon ].fReloadFinished; Client_SendEvent( self, EV_WEAPON_RELOAD ); return TRUE; #endif } #endif