nuclide/Source/Shared/WeaponKnife.c

89 lines
1.9 KiB
C
Executable file

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
// Weapon Info
weaponinfo_t wptKNIFE = {
WEAPON_KNIFE, // Identifier
SLOT_MELEE, // Slot
0, // Price
0, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
1, // Clip/MagSize
50, // Damage Per Bullet
1, // Penetration Multiplier
64, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
0.7, // Attack-Delay
1.0, // Reload-Delay
iNull, // Caliber Pointer
iNull, // Clip Pointer
1, // Accuracy Divisor
1.0, // Accuracy Offset
1.0, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.7, // Armor penetration ratio
ATYPE_KNIFE, // Animation Type
FALSE
};
// Anim Table
enum {
ANIM_KNIFE_IDLE1,
ANIM_KNIFE_SLASH1,
ANIM_KNIFE_SLASH2,
ANIM_KNIFE_DRAW,
ANIM_KNIFE_STAB,
ANIM_KNIFE_STAB_MISS,
ANIM_KNIFE_MIDSLASH1,
ANIM_KNIFE_MIDSLASH2
};
void WeaponKNIFE_Draw( void ) {
#ifdef SSQC
BaseMelee_Draw();
#else
View_PlayAnimation( ANIM_KNIFE_DRAW );
#endif
}
void WeaponKNIFE_PrimaryFire( void ) {
#ifdef SSQC
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
if ( BaseMelee_Attack() == FALSE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/knife_slash1.wav", 1, ATTN_IDLE );
} else {
sound( self, CHAN_WEAPON, "weapons/knife_slash2.wav", 1, ATTN_IDLE );
}
}
Animation_ShootWeapon( self );
self.fAttackFinished = time + wptKNIFE.fAttackFinished;
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_KNIFE_SLASH1 );
} else {
View_PlayAnimation( ANIM_KNIFE_SLASH2 );
}
#endif
}
void WeaponKNIFE_Secondary( void ) {
#ifdef SSQC
BaseMelee_Attack();
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
self.fAttackFinished = time + wptKNIFE.fAttackFinished;
#else
View_PlayAnimation( ANIM_KNIFE_STAB );
#endif
}