nuclide/Source/Shared/WeaponKnife.c
Marco Hladik cb5a002c45 Fixed player animations
Added weapon model to player models
Fixed networking of weapon events
Cleaned up the whole font business
2017-06-24 14:36:36 +02:00

100 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.
*/
// Weapon Info
weaponinfo_t wptKNIFE = {
WEAPON_KNIFE, // Identifier
SLOT_MELEE, // Slot
0, // Price
0, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
1, // Clip/MagSize
50, // Damage Per Bullet
1, // Penetration Multiplier
64, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
0.7, // Attack-Delay
1.0, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iMag_GLOCK18, // Clip Pointer
1, // Accuracy Divisor
1.0, // Accuracy Offset
1.0, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.7, // Armor penetration ratio
ATYPE_KNIFE // Animation Type
};
// Anim Table
enum {
ANIM_KNIFE_IDLE1,
ANIM_KNIFE_SLASH1,
ANIM_KNIFE_SLASH2,
ANIM_KNIFE_DRAW,
ANIM_KNIFE_STAB,
ANIM_KNIFE_STAB_MISS,
ANIM_KNIFE_MIDSLASH1,
ANIM_KNIFE_MIDSLASH2
};
void WeaponKNIFE_Draw( void ) {
#ifdef SSQC
BaseMelee_Draw();
#else
View_PlayAnimation( ANIM_KNIFE_DRAW );
#endif
}
void WeaponKNIFE_PrimaryFire( void ) {
#ifdef SSQC
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
if ( BaseMelee_Attack() == FALSE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/knife_slash1.wav", 1, ATTN_IDLE );
} else {
sound( self, CHAN_WEAPON, "weapons/knife_slash2.wav", 1, ATTN_IDLE );
}
}
Animation_ShootWeapon( self );
self.fAttackFinished = time + wptKNIFE.fAttackFinished;
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_KNIFE_SLASH1 );
} else {
View_PlayAnimation( ANIM_KNIFE_SLASH2 );
}
#endif
}
void WeaponKNIFE_Secondary( void ) {
#ifdef SSQC
BaseMelee_Attack();
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
self.fAttackFinished = time + wptKNIFE.fAttackFinished;
#else
View_PlayAnimation( ANIM_KNIFE_STAB );
#endif
}