nuclide/Source/shared/cstrike/weaponm4a1.c

144 lines
3.2 KiB
C
Executable file

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
.int iMag_M4A1;
#ifdef SSQC
.int iMode_M4A1;
#else
int iWeaponMode_M4A1;
#endif
// Weapon Info
weaponinfo_t wptM4A1 = {
WEAPON_M4A1, // Identifier
SLOT_PRIMARY, // Slot
3100, // Price
CALIBER_556MM, // Caliber ID
0.92, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
33, // Damage Per Bullet
1, // Penetration Multiplier
8192, // Bullet Range
0.97, // Range Modifier
TYPE_AUTO, // Firing Type
0.0875, // Attack-Delay
3.1, // Reload-Delay
iAmmo_556MM, // Caliber Pointer
iMag_M4A1, // Clip Pointer
220, // Accuracy Divisor
0.3, // Accuracy Offset
1.0, // Max Inaccuracy
4, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.4, // Armor penetration ratio
ATYPE_RIFLE, // Animation Type
SHELL_RIFLE
};
enum {
ANIM_M4A1_IDLE,
ANIM_M4A1_SILENCER_SHOOT1,
ANIM_M4A1_SILENCER_SHOOT2,
ANIM_M4A1_SILENCER_SHOOT3,
ANIM_M4A1_SILENCER_RELOAD,
ANIM_M4A1_SILENCER_DRAW,
ANIM_M4A1_SILENCER_ADD,
ANIM_M4A1_IDLE2,
ANIM_M4A1_SHOOT1,
ANIM_M4A1_SHOOT2,
ANIM_M4A1_SHOOT3,
ANIM_M4A1_RELOAD,
ANIM_M4A1_DRAW,
ANIM_M4A1_SILENCER_REMOVE
};
void WeaponM4A1_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_DRAW );
} else {
View_PlayAnimation( ANIM_M4A1_DRAW );
}
#endif
}
void WeaponM4A1_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
if ( self.iMode_M4A1 == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/m4a1-1.wav", 1, ATTN_NORM );
} else {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-2.wav", 1, ATTN_NORM );
}
}
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT1 );
} else {
View_PlayAnimation( ANIM_M4A1_SHOOT1 );
}
} else if ( iRand == 2 ) {
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT2 );
} else {
View_PlayAnimation( ANIM_M4A1_SHOOT2 );
}
} else {
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT3 );
} else {
View_PlayAnimation( ANIM_M4A1_SHOOT3 );
}
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponM4A1_Secondary( void ) {
#ifdef SSQC
// Just switch the modes quickly
self.iMode_M4A1 = 1 - self.iMode_M4A1;
self.fAttackFinished = time + 2;
// Tell the client that we switched modes, too
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
#else
iWeaponMode_M4A1 = 1 - iWeaponMode_M4A1;
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_ADD );
} else {
View_PlayAnimation( ANIM_M4A1_SILENCER_REMOVE );
}
#endif
}
void WeaponM4A1_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_RELOAD );
} else {
View_PlayAnimation( ANIM_M4A1_RELOAD );
}
#endif
}