166 lines
4.2 KiB
C
Executable file
166 lines
4.2 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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.int iMag_GLOCK18;
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#ifdef SSQC
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.int iMode_GLOCK18;
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#else
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int iWeaponMode_GLOCK18;
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#endif
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// Weapon Info
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weaponinfo_t wptGLOCK18 = {
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WEAPON_GLOCK18, // Identifier
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SLOT_SECONDARY, // Slot
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400, // Price
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CALIBER_9MM, // Caliber ID
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1.0, // Max Player Speed
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1, // Bullets Per Shot
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20, // Clip/MagSize
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25, // Damage Per Bullet
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1, // Penetration Multiplier
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4096, // Bullet Range
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0.75, // Range Modifier
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TYPE_SEMI, // Firing Type
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0.15, // Attack-Delay
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2.1, // Reload-Delay
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iAmmo_9MM, // Caliber Pointer
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iMag_GLOCK18, // Clip Pointer
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200, // Accuracy Divisor
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0.55, // Accuracy Offset
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1.4, // Max Inaccuracyy
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8, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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1.05, // Armor penetration ratio
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ATYPE_ONEHAND, // Animation Type
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SHELL_PISTOL
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};
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// Anim Table
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enum {
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ANIM_GLOCK_IDLE1,
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ANIM_GLOCK_IDLE2,
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ANIM_GLOCK_IDLE3,
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ANIM_GLOCK_SHOOT_BURST1,
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ANIM_GLOCK_SHOOT_BURST2,
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ANIM_GLOCK_SHOOT,
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ANIM_GLOCK_SHOOT_EMPTY,
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ANIM_GLOCK_RELOAD1,
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ANIM_GLOCK_DRAW1,
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ANIM_GLOCK_UNUSED1,
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ANIM_GLOCK_UNUSED2,
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ANIM_GLOCK_DRAW2,
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ANIM_GLOCK_RELOAD2
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};
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void WeaponGLOCK18_Draw( void ) {
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#ifdef SSQC
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BaseGun_Draw();
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#else
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if ( random() <= 0.5 ) {
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View_PlayAnimation( ANIM_GLOCK_DRAW1 );
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} else {
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View_PlayAnimation( ANIM_GLOCK_DRAW2 );
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}
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#endif
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}
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void WeaponGLOCK18_PrimaryFire( void ) {
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#ifdef SSQC
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if ( self.iMode_GLOCK18 == FALSE ) {
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if ( BaseGun_PrimaryFire() == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/glock18-2.wav", 1, ATTN_NORM );
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}
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} else {
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if ( self.iMag_GLOCK18 <= 0 ) {
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return;
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}
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for ( int i = 0; i < 3; i++ ) {
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if ( self.iMag_GLOCK18 ) {
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BaseGun_ShotMultiplierHandle( 1 );
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BaseGun_AccuracyCalc();
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TraceAttack_FireBullets( 1, ( self.origin + self.view_ofs ) );
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self.iMag_GLOCK18 -= 1;
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}
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}
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self.fAttackFinished = time + 0.5;
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sound( self, CHAN_WEAPON, "weapons/glock18-1.wav", 1, ATTN_NORM );
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Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
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}
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#else
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if ( iWeaponMode_GLOCK18 == FALSE ) {
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if ( getstatf( STAT_CURRENT_MAG ) == 0 ) {
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View_PlayAnimation( ANIM_GLOCK_SHOOT_EMPTY );
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} else {
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View_PlayAnimation( ANIM_GLOCK_SHOOT );
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}
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BaseGun_ShotMultiplierHandle( 1 );
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} else {
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if ( random() <= 0.5 ) {
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View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST1 );
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} else {
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View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST2 );
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}
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BaseGun_ShotMultiplierHandle( 3 );
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}
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#endif
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}
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void WeaponGLOCK18_Secondary( void ) {
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#ifdef SSQC
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// Just switch the modes quickly
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self.iMode_GLOCK18 = 1 - self.iMode_GLOCK18;
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self.fAttackFinished = time + 0.2;
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// Tell the client that we switched modes, too
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Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
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// TODO: Move to the clientside
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if ( self.iMode_GLOCK18 == TRUE ) {
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centerprint( self, "Switched to Burst-Fire mode" );
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} else {
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centerprint( self, "Switched to Semi-Automatic mode" );
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}
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#else
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iWeaponMode_GLOCK18 = 1 - iWeaponMode_GLOCK18;
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#endif
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}
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void WeaponGLOCK18_Reload( void ) {
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#ifdef SSQC
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if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
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}
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#else
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if ( random() <= 0.5 ) {
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View_PlayAnimation( ANIM_GLOCK_RELOAD1 );
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} else {
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View_PlayAnimation( ANIM_GLOCK_RELOAD2 );
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}
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#endif
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}
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