nuclide/Source/Shared/WeaponTMP.c
Marco Hladik 122fbe10ef Basic Player Animations
Added a dynamic crosshair
Updated weapon selection system
Updated the view to do our own bobbing
Fixed a few logic issues with the round/timer loop
Added some new sound events and some overall polish
2016-12-13 20:15:09 +01:00

100 lines
2.3 KiB
C

/*
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.
*/
.int iMag_TMP;
// Weapon Info
weaponinfo_t wptTMP = {
WEAPON_TMP, // Identifier
SLOT_PRIMARY,
1250, // Price
CALIBER_9MM, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
26, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.84, // Range Modifier
TYPE_AUTO,
0.07, // Attack-Delay
2.1, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iMag_TMP, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
7,
3
};
// Anim Table
enum {
ANIM_TMP_IDLE,
ANIM_TMP_RELOAD,
ANIM_TMP_DRAW,
ANIM_TMP_SHOOT1,
ANIM_TMP_SHOOT2,
ANIM_TMP_SHOOT3
};
void WeaponTMP_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_TMP_DRAW );
#endif
}
void WeaponTMP_PrimaryFire( void ) {
#ifdef SSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/tmp-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/tmp-2.wav", 1, ATTN_NORM );
}
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_TMP_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_TMP_SHOOT2 );
} else {
View_PlayAnimation( ANIM_TMP_SHOOT3 );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
#endif
}
void WeaponTMP_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_TMP_RELOAD );
Sound_Delayed( "weapons/mac10_clipout.wav", 1.0, 0.6 );
Sound_Delayed( "weapons/mac10_clipin.wav", 1.0, 1.6 );
#endif
}