nuclide/Source/Shared/WeaponScout.c
2018-06-14 12:05:23 +02:00

113 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.
*/
.int iMag_SCOUT;
// Weapon Info
weaponinfo_t wptSCOUT = {
WEAPON_SCOUT, // Identifier
SLOT_PRIMARY, // Slot
2750, // Price
CALIBER_762MM, // Caliber ID
1.04, // Max Player Speed
1, // Bullets Per Shot
10, // Clip/MagSize
75, // Damage Per Bullet
3, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO, // Firing Type
1.25, // Attack-Delay
2.0, // Reload-Delay
iAmmo_762MM, // Caliber Pointer
iMag_SCOUT, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
5, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.7, // Armor penetration ratio
ATYPE_CARBINE, // Animation Type
SHELL_RIFLE
};
// Anim Table
enum {
ANIM_SCOUT_IDLE,
ANIM_SCOUT_SHOOT1,
ANIM_SCOUT_SHOOT2,
ANIM_SCOUT_RELOAD,
ANIM_SCOUT_DRAW
};
void WeaponSCOUT_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_SCOUT_DRAW );
#endif
}
void WeaponSCOUT_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
// Play Sound
sound( self, CHAN_WEAPON, "weapons/scout_fire-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_SCOUT_SHOOT1 );
} else {
View_PlayAnimation( ANIM_SCOUT_SHOOT2 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponSCOUT_SecondaryFire( void ) {
#ifdef SSQC
if ( self.viewzoom == 1.0 ) {
self.viewzoom = 0.45;
} else if ( self.viewzoom == 0.45 ) {
self.viewzoom = 0.15;
} else {
self.viewzoom = 1.0;
}
self.fAttackFinished = time + 0.5;
#endif
}
void WeaponSCOUT_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_SCOUT_RELOAD );
#endif
}