nuclide/Source/Shared/WeaponUMP45.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

98 lines
2.4 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_UMP45;
// Weapon Info
weaponinfo_t wptUMP45 = {
WEAPON_UMP45, // Identifier
SLOT_PRIMARY,
1700, // Price
CALIBER_45ACP, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
25, // Clip/MagSize
30, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.82, // Range Modifier
TYPE_AUTO,
0.105, // Attack-Delay
3.5, // Reload-Delay
iAmmo_45ACP, // Caliber Pointer
iMag_UMP45, // Clip Pointer
210, // Accuracy Divisor
0.5, // Accuracy Offset
1, // Max Inaccuracy
6,
3
};
// Anim Table
enum {
ANIM_UMP45_IDLE,
ANIM_UMP45_RELOAD,
ANIM_UMP45_DRAW,
ANIM_UMP45_SHOOT1,
ANIM_UMP45_SHOOT2,
ANIM_UMP45_SHOOT3
};
void WeaponUMP45_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
//sound( self, CHAN_WEAPON, "weapons/ump45_boltslap.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
#else
View_PlayAnimation( ANIM_UMP45_DRAW );
#endif
}
void WeaponUMP45_PrimaryFire( void ) {
#ifdef SSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/ump45-1.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_UMP45_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_UMP45_SHOOT2 );
} else {
View_PlayAnimation( ANIM_UMP45_SHOOT3 );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
#endif
}
void WeaponUMP45_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_UMP45_RELOAD );
Sound_Delayed( "weapons/ump45_clipout.wav", 1.0, 0.7 );
Sound_Delayed( "weapons/ump45_clipin.wav", 1.0, 1.8 );
Sound_Delayed( "weapons/ump45_boltslap.wav", 1.0, 2.7 );
#endif
}