nuclide/Source/Shared/WeaponScout.c
Marco Hladik e67ab0380f Added viewmodel muzzleflashes
Redone the model-event sound stuff using next-generation FTE features (TM)
Cleaned and fixed things here and there
2017-01-12 03:49:59 +01:00

106 lines
2.5 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 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_SCOUT;
// Weapon Info
weaponinfo_t wptSCOUT = {
WEAPON_SCOUT, // Identifier
SLOT_PRIMARY, // Slot
2750, // Price
CALIBER_762MM, // Caliber ID
1.04, // Max Player Speed
1, // Bullets Per Shot
10, // Clip/MagSize
75, // Damage Per Bullet
3, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO, // Firing Type
1.25, // Attack-Delay
2.0, // Reload-Delay
iAmmo_762MM, // Caliber Pointer
iMag_SCOUT, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
5, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.7, // Armor penetration ratio
ATYPE_CARBINE // Animation Type
};
// Anim Table
enum {
ANIM_SCOUT_IDLE,
ANIM_SCOUT_SHOOT1,
ANIM_SCOUT_SHOOT2,
ANIM_SCOUT_RELOAD,
ANIM_SCOUT_DRAW
};
void WeaponSCOUT_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_SCOUT_DRAW );
#endif
}
void WeaponSCOUT_PrimaryFire( void ) {
#ifdef SSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
// Play Sound
sound( self, CHAN_WEAPON, "weapons/scout_fire-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_SCOUT_SHOOT1 );
} else {
View_PlayAnimation( ANIM_SCOUT_SHOOT2 );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
#endif
}
void WeaponSCOUT_SecondaryFire( void ) {
#ifdef SSQC
if ( self.viewzoom == 1.0 ) {
self.viewzoom = 0.45;
} else if ( self.viewzoom == 0.45 ) {
self.viewzoom = 0.15;
} else {
self.viewzoom = 1.0;
}
self.fAttackFinished = time + 0.5;
#endif
}
void WeaponSCOUT_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_SCOUT_RELOAD );
#endif
}