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