nuclide/Source/Shared/WeaponAWP.c
2016-12-01 22:55:31 +01:00

88 lines
2.1 KiB
C

/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
.int iClip_AWP;
// Weapon Info
weaponinfo_t wptAWP = {
WEAPON_AWP, // Identifier
SLOT_PRIMARY,
4750, // Price
CALIBER_338MAG, // Caliber ID
210, // Max Player Speed
1, // Bullets Per Shot
10, // Clip/MagSize
115, // Damage Per Bullet
3, // Penetration Multiplier
8192, // Bullet Range
0.99, // Range Modifier
TYPE_AUTO,
1.5, // Attack-Delay
3.0, // Reload-Delay
iAmmo_338MAG, // Caliber Pointer
iClip_AWP // Clip Pointer
};
// Anim Table
enum {
ANIM_AWP_IDLE,
ANIM_AWP_SHOOT1,
ANIM_AWP_SHOOT2,
ANIM_AWP_SHOOT3,
ANIM_AWP_RELOAD,
ANIM_AWP_DRAW
};
void WeaponAWP_Draw( void ) {
#ifdef QWSSQC
OpenCSGunBase_Draw();
sound( self, CHAN_WEAPON, "weapons/awp_deploy.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
#else
View_PlayAnimation( ANIM_AWP_DRAW );
#endif
}
void WeaponAWP_PrimaryFire( void ) {
#ifdef QWSSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
// Play Sound
sound( self, CHAN_WEAPON, "weapons/awp1.wav", 1, ATTN_NORM );
}
#else
int iRand = ceil( random() * 3 );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_AWP_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_AWP_SHOOT2 );
} else {
View_PlayAnimation( ANIM_AWP_SHOOT3 );
}
#endif
}
void WeaponAWP_Reload( void ) {
#ifdef QWSSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_AWP_RELOAD );
#endif
}