nuclide/Source/Shared/WeaponMac10.c

95 lines
2.3 KiB
C
Executable file

/*
FreeCS 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_MAC10;
// Weapon Info
weaponinfo_t wptMAC10 = {
WEAPON_MAC10, // Identifier
SLOT_PRIMARY, // Slot
1400, // Price
CALIBER_45ACP, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
29, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.82, // Range Modifier
TYPE_AUTO, // Firing Type
0.075, // Attack-Delay
3.2, // Reload-Delay
iAmmo_45ACP, // Caliber Pointer
iMag_MAC10, // Clip Pointer
200, // Accuracy Divisor
0.6, // Accuracy Offset
1.65, // Max Inaccuracy
9, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
0.95, // Armor penetration ratio
ATYPE_MP5 // Animation Type
};
// Anim Table
enum {
ANIM_MAC10_IDLE,
ANIM_MAC10_RELOAD,
ANIM_MAC10_DRAW,
ANIM_MAC10_SHOOT1,
ANIM_MAC10_SHOOT2,
ANIM_MAC10_SHOOT3
};
void WeaponMAC10_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_MAC10_DRAW );
#endif
}
void WeaponMAC10_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/mac10-1.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_MAC10_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_MAC10_SHOOT2 );
} else {
View_PlayAnimation( ANIM_MAC10_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponMAC10_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_MAC10_RELOAD );
#endif
}