nuclide/Source/Shared/WeaponAUG.c
2017-05-01 01:21:49 +02:00

107 lines
2.5 KiB
C
Executable file

/*
FreeCS Project
Copyright (C) 2016, 2017 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 iMag_AUG;
// Weapon Info
weaponinfo_t wptAUG = {
WEAPON_AUG, // Identifier
SLOT_PRIMARY, // Slot
3500, // Price
CALIBER_762MM, // Caliber ID
0.96, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
32, // Damage Per Bullet
2, // Penetration Multiplier
8192, // Bullet Range
0.96, // Range Modifier
TYPE_AUTO, // Firing Type
0.09, // Attack-Delay
3.3, // Reload-Delay
iAmmo_762MM, // Caliber Pointer
iMag_AUG, // Clip Pointer
215, // Accuracy Divisor
0.3, // Accuracy Offset
1.0, // Max Inaccuracy
3, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.4, // Armor penetration ratio
ATYPE_RIFLE // Animation Type
};
// Anim Table
enum {
ANIM_AUG_IDLE,
ANIM_AUG_RELOAD,
ANIM_AUG_DRAW,
ANIM_AUG_SHOOT1,
ANIM_AUG_SHOOT2,
ANIM_AUG_SHOOT3
};
void WeaponAUG_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_AUG_DRAW );
#endif
}
void WeaponAUG_PrimaryFire( void ) {
#ifdef SSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/aug-1.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_AUG_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_AUG_SHOOT2 );
} else {
View_PlayAnimation( ANIM_AUG_SHOOT3 );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
#endif
}
void WeaponAUG_SecondaryFire( void ) {
#ifdef SSQC
if ( self.viewzoom != 1.0 ) {
self.viewzoom = 1.0;
} else {
self.viewzoom = 0.6;
}
self.fAttackFinished = time + 0.5;
#endif
}
void WeaponAUG_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_AUG_RELOAD );
#endif
}