- fcs_fillweapons will basically act as a switch for CS:S ammo behaviour - Some default.cfg and ftesrv.cfg changes
107 lines
2.8 KiB
C
Executable file
107 lines
2.8 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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// Weapon Info
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weaponinfo_t wptKNIFE = {
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WEAPON_KNIFE, // Identifier
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SLOT_MELEE, // Slot
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0, // Price
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0, // Caliber ID
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1.0, // Max Player Speed
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1, // Bullets Per Shot
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1, // Clip/MagSize
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50, // Damage Per Bullet
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1, // Penetration Multiplier
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64, // Bullet Range
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0.75, // Range Modifier
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TYPE_SEMI, // Firing Type
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0.7, // Attack-Delay
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1.0, // Reload-Delay
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iNull, // Caliber Pointer
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iNull, // Clip Pointer
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1, // Accuracy Divisor
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1.0, // Accuracy Offset
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1.0, // Max Inaccuracy
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7, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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1.7, // Armor penetration ratio
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ATYPE_KNIFE, // Animation Type
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FALSE
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};
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// Anim Table
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enum {
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ANIM_KNIFE_IDLE1,
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ANIM_KNIFE_SLASH1,
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ANIM_KNIFE_SLASH2,
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ANIM_KNIFE_DRAW,
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ANIM_KNIFE_STAB,
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ANIM_KNIFE_STAB_MISS,
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ANIM_KNIFE_MIDSLASH1,
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ANIM_KNIFE_MIDSLASH2
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};
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void WeaponKNIFE_Draw( void ) {
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#ifdef SSQC
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BaseMelee_Draw();
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#else
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View_PlayAnimation( ANIM_KNIFE_DRAW );
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#endif
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}
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void WeaponKNIFE_PrimaryFire( void ) {
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#ifdef SSQC
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Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
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if ( BaseMelee_Attack() == FALSE ) {
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if ( random() <= 0.5 ) {
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sound( self, CHAN_WEAPON, "weapons/knife_slash1.wav", 1, ATTN_IDLE );
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} else {
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sound( self, CHAN_WEAPON, "weapons/knife_slash2.wav", 1, ATTN_IDLE );
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}
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}
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Animation_ShootWeapon( self );
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self.fAttackFinished = time + wptKNIFE.fAttackFinished;
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#else
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if ( random() <= 0.5 ) {
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View_PlayAnimation( ANIM_KNIFE_SLASH1 );
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} else {
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View_PlayAnimation( ANIM_KNIFE_SLASH2 );
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}
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#endif
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}
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void WeaponKNIFE_Secondary( void ) {
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#ifdef SSQC
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BaseMelee_Attack();
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Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
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self.fAttackFinished = time + wptKNIFE.fAttackFinished;
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#else
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View_PlayAnimation( ANIM_KNIFE_STAB );
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#endif
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}
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