nuclide/Source/Shared/WeaponDeagle.c
2016-12-01 18:50:48 +01:00

93 lines
2.3 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_DEAGLE;
// Weapon Info
weaponinfo_t wptDEAGLE = {
WEAPON_DEAGLE, // Identifier
SLOT_SECONDARY,
3500, // Price
CALIBER_50AE, // Caliber ID
650, // Max Player Speed
1, // Bullets Per Shot
7, // Clip/MagSize
54, // Damage Per Bullet
2, // Penetration Multiplier
4096, // Bullet Range
0.81, // Range Modifier
TYPE_SEMI,
0.15, // Attack-Delay
3.0, // Reload-Delay
iAmmo_50AE, // Caliber Pointer
iClip_DEAGLE // Clip Pointer
};
// Anim Table
enum {
ANIM_DEAGLE_IDLE,
ANIM_DEAGLE_SHOOT1,
ANIM_DEAGLE_SHOOT2,
ANIM_DEAGLE_SHOOT_EMPTY,
ANIM_DEAGLE_RELOAD,
ANIM_DEAGLE_DRAW
};
void WeaponDEAGLE_Draw( void ) {
#ifdef QWSSQC
OpenCSGunBase_Draw();
sound( self, CHAN_WEAPON, "weapons/de_deploy.wav", 1, ATTN_IDLE ); // TODO: Move to the client..
#else
View_PlayAnimation( ANIM_DEAGLE_DRAW );
#endif
}
void WeaponDEAGLE_PrimaryFire( void ) {
#ifdef QWSSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/deagle-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/deagle-2.wav", 1, ATTN_NORM );
}
}
#else
if ( getstatf( STAT_CURRENT_CLIP ) == 0 ) {
View_PlayAnimation( ANIM_DEAGLE_SHOOT_EMPTY );
} else {
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_DEAGLE_SHOOT1 );
} else {
View_PlayAnimation( ANIM_DEAGLE_SHOOT2 );
}
}
#endif
}
void WeaponDEAGLE_Reload( void ) {
#ifdef QWSSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_DEAGLE_RELOAD );
#endif
}