nuclide/Source/Shared/WeaponKnife.c
Marco Hladik efeaa2822d - Changed mp_fillweapons to fcs_fillweapons to reflect its origin
- fcs_fillweapons will basically act as a switch for CS:S ammo behaviour
- Some default.cfg and ftesrv.cfg changes
2018-12-05 17:02:49 +01:00

107 lines
2.8 KiB
C
Executable file

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
// Weapon Info
weaponinfo_t wptKNIFE = {
WEAPON_KNIFE, // Identifier
SLOT_MELEE, // Slot
0, // Price
0, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
1, // Clip/MagSize
50, // Damage Per Bullet
1, // Penetration Multiplier
64, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
0.7, // Attack-Delay
1.0, // Reload-Delay
iNull, // Caliber Pointer
iNull, // Clip Pointer
1, // Accuracy Divisor
1.0, // Accuracy Offset
1.0, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.7, // Armor penetration ratio
ATYPE_KNIFE, // Animation Type
FALSE
};
// Anim Table
enum {
ANIM_KNIFE_IDLE1,
ANIM_KNIFE_SLASH1,
ANIM_KNIFE_SLASH2,
ANIM_KNIFE_DRAW,
ANIM_KNIFE_STAB,
ANIM_KNIFE_STAB_MISS,
ANIM_KNIFE_MIDSLASH1,
ANIM_KNIFE_MIDSLASH2
};
void WeaponKNIFE_Draw( void ) {
#ifdef SSQC
BaseMelee_Draw();
#else
View_PlayAnimation( ANIM_KNIFE_DRAW );
#endif
}
void WeaponKNIFE_PrimaryFire( void ) {
#ifdef SSQC
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
if ( BaseMelee_Attack() == FALSE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/knife_slash1.wav", 1, ATTN_IDLE );
} else {
sound( self, CHAN_WEAPON, "weapons/knife_slash2.wav", 1, ATTN_IDLE );
}
}
Animation_ShootWeapon( self );
self.fAttackFinished = time + wptKNIFE.fAttackFinished;
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_KNIFE_SLASH1 );
} else {
View_PlayAnimation( ANIM_KNIFE_SLASH2 );
}
#endif
}
void WeaponKNIFE_Secondary( void ) {
#ifdef SSQC
BaseMelee_Attack();
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
self.fAttackFinished = time + wptKNIFE.fAttackFinished;
#else
View_PlayAnimation( ANIM_KNIFE_STAB );
#endif
}