137 lines
3.3 KiB
C
137 lines
3.3 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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.int iClip_GLOCK18;
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#ifdef QWSSQC
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.int iMode_GLOCK18;
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#else
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int iWeaponMode_GLOCK18;
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#endif
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// Weapon Info
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weaponinfo_t wptGLOCK18 = {
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WEAPON_GLOCK18, // Identifier
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SLOT_SECONDARY,
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400, // Price
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CALIBER_9MM, // Caliber ID
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240, // Max Player Speed
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1, // Bullets Per Shot
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20, // Clip/MagSize
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25, // Damage Per Bullet
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1, // Penetration Multiplier
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4096, // 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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3.0, // Reload-Delay
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iAmmo_9MM, // Caliber Pointer
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iClip_GLOCK18 // Clip Pointer
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};
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// Anim Table
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enum {
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ANIM_GLOCK_IDLE1,
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ANIM_GLOCK_IDLE2,
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ANIM_GLOCK_IDLE3,
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ANIM_GLOCK_SHOOT_BURST1,
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ANIM_GLOCK_SHOOT_BURST2,
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ANIM_GLOCK_SHOOT,
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ANIM_GLOCK_SHOOT_EMPTY,
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ANIM_GLOCK_RELOAD1,
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ANIM_GLOCK_DRAW1,
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ANIM_GLOCK_UNUSED1,
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ANIM_GLOCK_UNUSED2,
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ANIM_GLOCK_DRAW2,
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ANIM_GLOCK_RELOAD2
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};
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void WeaponGLOCK18_Draw( void ) {
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#ifdef QWSSQC
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OpenCSGunBase_Draw();
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sound( self, CHAN_WEAPON, "weapons/slideback1.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
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#else
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if ( random() <= 0.5 ) {
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View_PlayAnimation( ANIM_GLOCK_DRAW1 );
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} else {
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View_PlayAnimation( ANIM_GLOCK_DRAW2 );
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}
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#endif
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}
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void WeaponGLOCK18_PrimaryFire( void ) {
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#ifdef QWSSQC
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if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
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// Play Sound
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if ( self.iMode_GLOCK18 == FALSE ) {
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sound( self, CHAN_WEAPON, "weapons/glock18-2.wav", 1, ATTN_NORM );
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} else {
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sound( self, CHAN_WEAPON, "weapons/glock18-1.wav", 1, ATTN_NORM );
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}
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}
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#else
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if ( iWeaponMode_GLOCK18 == FALSE ) {
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if ( getstatf( STAT_CURRENT_CLIP ) == 0 ) {
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View_PlayAnimation( ANIM_GLOCK_SHOOT_EMPTY );
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} else {
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View_PlayAnimation( ANIM_GLOCK_SHOOT );
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}
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} else {
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if ( random() <= 0.5 ) {
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View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST1 );
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} else {
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View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST2 );
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}
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}
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#endif
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}
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void WeaponGLOCK18_Secondary( void ) {
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#ifdef QWSSQC
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// Just switch the modes quickly
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self.iMode_GLOCK18 = 1 - self.iMode_GLOCK18;
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self.fAttackFinished = time + 1.0;
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// Tell the client that we switched modes, too
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Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
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if ( self.iMode_GLOCK18 == TRUE ) {
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centerprint( self, "Switched to Burst-Fire mode" );
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} else {
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centerprint( self, "Switched to Semi-Automatic mode" );
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}
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#else
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iWeaponMode_GLOCK18 = 1 - iWeaponMode_GLOCK18;
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#endif
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}
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void WeaponGLOCK18_Reload( void ) {
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#ifdef QWSSQC
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if ( OpenCSGunBase_Reload() == TRUE ) {
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// Play Sound
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}
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#else
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if ( getstatf( STAT_CURRENT_CLIP ) == 0 ) {
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View_PlayAnimation( ANIM_GLOCK_RELOAD1 );
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} else {
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View_PlayAnimation( ANIM_GLOCK_RELOAD2 );
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}
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#endif
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}
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