Added the ability of the C4 Bomb to "explode"... Added a random-bombguy selection thingie for the Ts.
84 lines
2.1 KiB
C
84 lines
2.1 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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,
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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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15, // 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,
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0.15, // Attack-Delay
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1.0, // Reload-Delay
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iAmmo_9MM, // Caliber Pointer
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iClip_GLOCK18, // Clip Pointer
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1, // Accuracy Divisor
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1.0, // Accuracy Offset
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1.0 // Max Inaccuracyy
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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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Client_SendEvent( self, EV_WEAPON_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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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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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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