nuclide/Source/Shared/WeaponGlock18.c
2016-12-01 22:55:31 +01:00

137 lines
3.3 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_GLOCK18;
#ifdef QWSSQC
.int iMode_GLOCK18;
#else
int iWeaponMode_GLOCK18;
#endif
// Weapon Info
weaponinfo_t wptGLOCK18 = {
WEAPON_GLOCK18, // Identifier
SLOT_SECONDARY,
400, // Price
CALIBER_9MM, // Caliber ID
240, // Max Player Speed
1, // Bullets Per Shot
20, // Clip/MagSize
25, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI,
0.15, // Attack-Delay
3.0, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iClip_GLOCK18 // Clip Pointer
};
// Anim Table
enum {
ANIM_GLOCK_IDLE1,
ANIM_GLOCK_IDLE2,
ANIM_GLOCK_IDLE3,
ANIM_GLOCK_SHOOT_BURST1,
ANIM_GLOCK_SHOOT_BURST2,
ANIM_GLOCK_SHOOT,
ANIM_GLOCK_SHOOT_EMPTY,
ANIM_GLOCK_RELOAD1,
ANIM_GLOCK_DRAW1,
ANIM_GLOCK_UNUSED1,
ANIM_GLOCK_UNUSED2,
ANIM_GLOCK_DRAW2,
ANIM_GLOCK_RELOAD2
};
void WeaponGLOCK18_Draw( void ) {
#ifdef QWSSQC
OpenCSGunBase_Draw();
sound( self, CHAN_WEAPON, "weapons/slideback1.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_GLOCK_DRAW1 );
} else {
View_PlayAnimation( ANIM_GLOCK_DRAW2 );
}
#endif
}
void WeaponGLOCK18_PrimaryFire( void ) {
#ifdef QWSSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
// Play Sound
if ( self.iMode_GLOCK18 == FALSE ) {
sound( self, CHAN_WEAPON, "weapons/glock18-2.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/glock18-1.wav", 1, ATTN_NORM );
}
}
#else
if ( iWeaponMode_GLOCK18 == FALSE ) {
if ( getstatf( STAT_CURRENT_CLIP ) == 0 ) {
View_PlayAnimation( ANIM_GLOCK_SHOOT_EMPTY );
} else {
View_PlayAnimation( ANIM_GLOCK_SHOOT );
}
} else {
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST1 );
} else {
View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST2 );
}
}
#endif
}
void WeaponGLOCK18_Secondary( void ) {
#ifdef QWSSQC
// Just switch the modes quickly
self.iMode_GLOCK18 = 1 - self.iMode_GLOCK18;
self.fAttackFinished = time + 1.0;
// Tell the client that we switched modes, too
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
if ( self.iMode_GLOCK18 == TRUE ) {
centerprint( self, "Switched to Burst-Fire mode" );
} else {
centerprint( self, "Switched to Semi-Automatic mode" );
}
#else
iWeaponMode_GLOCK18 = 1 - iWeaponMode_GLOCK18;
#endif
}
void WeaponGLOCK18_Reload( void ) {
#ifdef QWSSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
if ( getstatf( STAT_CURRENT_CLIP ) == 0 ) {
View_PlayAnimation( ANIM_GLOCK_RELOAD1 );
} else {
View_PlayAnimation( ANIM_GLOCK_RELOAD2 );
}
#endif
}