161 lines
4.1 KiB
C
Executable file
161 lines
4.1 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_M4A1;
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#ifdef SSQC
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.int iMode_M4A1;
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#else
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int iWeaponMode_M4A1;
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#endif
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// Weapon Info
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weaponinfo_t wptM4A1 = {
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WEAPON_M4A1, // Identifier
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SLOT_PRIMARY, // Slot
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3100, // Price
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CALIBER_556MM, // Caliber ID
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0.92, // Max Player Speed
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1, // Bullets Per Shot
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30, // Clip/MagSize
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33, // Damage Per Bullet
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1, // Penetration Multiplier
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8192, // Bullet Range
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0.97, // Range Modifier
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TYPE_AUTO, // Firing Type
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0.0875, // Attack-Delay
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3.1, // Reload-Delay
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iAmmo_556MM, // Caliber Pointer
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iMag_M4A1, // Clip Pointer
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220, // Accuracy Divisor
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0.3, // Accuracy Offset
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1.0, // Max Inaccuracy
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4, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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1.4, // Armor penetration ratio
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ATYPE_RIFLE, // Animation Type
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SHELL_RIFLE
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};
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enum {
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ANIM_M4A1_IDLE,
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ANIM_M4A1_SILENCER_SHOOT1,
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ANIM_M4A1_SILENCER_SHOOT2,
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ANIM_M4A1_SILENCER_SHOOT3,
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ANIM_M4A1_SILENCER_RELOAD,
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ANIM_M4A1_SILENCER_DRAW,
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ANIM_M4A1_SILENCER_ADD,
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ANIM_M4A1_IDLE2,
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ANIM_M4A1_SHOOT1,
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ANIM_M4A1_SHOOT2,
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ANIM_M4A1_SHOOT3,
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ANIM_M4A1_RELOAD,
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ANIM_M4A1_DRAW,
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ANIM_M4A1_SILENCER_REMOVE
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};
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void WeaponM4A1_Draw( void ) {
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#ifdef SSQC
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BaseGun_Draw();
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#else
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if ( iWeaponMode_M4A1 == TRUE ) {
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View_PlayAnimation( ANIM_M4A1_SILENCER_DRAW );
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} else {
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View_PlayAnimation( ANIM_M4A1_DRAW );
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}
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#endif
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}
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void WeaponM4A1_PrimaryFire( void ) {
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#ifdef SSQC
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if ( BaseGun_PrimaryFire() == TRUE ) {
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if ( self.iMode_M4A1 == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/m4a1-1.wav", 1, ATTN_NORM );
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} else {
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if ( random() <= 0.5 ) {
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sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-1.wav", 1, ATTN_NORM );
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} else {
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sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-2.wav", 1, ATTN_NORM );
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}
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}
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}
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#else
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int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
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if ( iWeaponMode_M4A1 == TRUE ) {
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View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT1 );
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} else {
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View_PlayAnimation( ANIM_M4A1_SHOOT1 );
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}
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} else if ( iRand == 2 ) {
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if ( iWeaponMode_M4A1 == TRUE ) {
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View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT2 );
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} else {
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View_PlayAnimation( ANIM_M4A1_SHOOT2 );
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}
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} else {
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if ( iWeaponMode_M4A1 == TRUE ) {
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View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT3 );
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} else {
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View_PlayAnimation( ANIM_M4A1_SHOOT3 );
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}
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}
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BaseGun_ShotMultiplierHandle( 1 );
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#endif
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}
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void WeaponM4A1_Secondary( void ) {
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#ifdef SSQC
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// Just switch the modes quickly
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self.iMode_M4A1 = 1 - self.iMode_M4A1;
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self.fAttackFinished = time + 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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#else
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iWeaponMode_M4A1 = 1 - iWeaponMode_M4A1;
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if ( iWeaponMode_M4A1 == TRUE ) {
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View_PlayAnimation( ANIM_M4A1_SILENCER_ADD );
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} else {
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View_PlayAnimation( ANIM_M4A1_SILENCER_REMOVE );
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}
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#endif
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}
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void WeaponM4A1_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 ( iWeaponMode_M4A1 == TRUE ) {
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View_PlayAnimation( ANIM_M4A1_SILENCER_RELOAD );
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} else {
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View_PlayAnimation( ANIM_M4A1_RELOAD );
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}
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#endif
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}
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