nuclide/Source/Shared/WeaponM3.c
2018-06-14 12:05:23 +02:00

159 lines
4.1 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_M3;
#ifdef SSQC
.int iMode_M3;
#else
int iWeaponMode_M3;
#endif
// Weapon Info
weaponinfo_t wptM3 = {
WEAPON_M3, // Identifier
SLOT_PRIMARY, // Slot
1700, // Price
CALIBER_BUCKSHOT, // Caliber ID
0.92, // Max Player Speed
9, // Bullets Per Shot
8, // Clip/MagSize
26, // Damage Per Bullet
1, // Penetration Multiplier
3000, // Bullet Range
0.7, // Range Modifier
TYPE_SEMI, // Firing Type
1.0, // Attack-Delay
3.0, // Reload-Delay
iAmmo_BUCKSHOT, // Caliber Pointer
iMag_M3, // Clip Pointer
200, // Accuracy Divisor
0.35, // Accuracy Offset
1.25, // Max Inaccuracy
8, // Minimum Crosshair Distance
6, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_SHOTGUN, // Animation Type
SHELL_SHOTGUN
};
// Anim Table
enum {
ANIM_M3_IDLE,
ANIM_M3_SHOOT1,
ANIM_M3_SHOOT2,
ANIM_M3_INSERT,
ANIM_M3_RELOAD_END,
ANIM_M3_RELOAD_START,
ANIM_M3_DRAW
};
void WeaponM3_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_M3_DRAW );
#endif
}
void WeaponM3_ReloadNULL( void ) { }
void WeaponM3_PrimaryFire( void ) {
#ifdef SSQC
if ( self.iMode_M3 == TRUE ) {
self.iMode_M3 = 0;
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.think = WeaponM3_ReloadNULL;
self.fAttackFinished = time + 1.0;
return;
}
if ( BaseGun_PrimaryFire() == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/m3-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_M3_SHOOT1 );
} else {
View_PlayAnimation( ANIM_M3_SHOOT2 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
// The gun has no real secondary mode, but part of the reloading uses this function
// mainly for client-side cosmetics. The server doesn't have a function telling
// the client to switch animations (we save 1 byte in networking by reusing this)
void WeaponM3_Reload( void);
void WeaponM3_Secondary( void ) {
#ifdef SSQC
// If it's full or no ammo is left...
if ( (self.(wptM3.iMagfld) == wptM3.iMagSize) || ( self.(wptM3.iCaliberfld) <= 0 ) ) {
self.iMode_M3 = 0;
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.think = WeaponM3_ReloadNULL;
self.fAttackFinished = time + 1.0;
return;
}
self.(wptM3.iMagfld) += 1;
self.(wptM3.iCaliberfld) -= 1;
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
self.think = WeaponM3_Secondary;
self.nextthink = time + 0.5;
#else
View_PlayAnimation( ANIM_M3_INSERT );
#endif
}
void WeaponM3_Reload( void ) {
#ifdef SSQC
// Can we reload the gun even if we wanted to?
if ( ( self.(wptM3.iMagfld) != wptM3.iMagSize ) && ( self.(wptM3.iCaliberfld) > 0 ) ) {
self.iMode_M3 = 1 - self.iMode_M3;
if ( self.iMode_M3 == TRUE ) {
self.think = WeaponM3_Secondary;
self.nextthink = time + 0.8;
} else {
self.think = WeaponM3_ReloadNULL;
}
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.fAttackFinished = time + 1.0;
}
#else
iWeaponMode_M3 = 1 - iWeaponMode_M3;
if ( iWeaponMode_M3 == TRUE ) {
View_PlayAnimation( ANIM_M3_RELOAD_START );
} else {
View_PlayAnimation( ANIM_M3_RELOAD_END );
}
#endif
}