nuclide/Source/Shared/WeaponAK47.c
2016-12-01 22:55:31 +01:00

91 lines
2.2 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_AK47;
// Weapon Info
weaponinfo_t wptAK47 = {
WEAPON_AK47, // Identifier
SLOT_PRIMARY,
2500, // Price
CALIBER_762MM, // Caliber ID
221, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
36, // Damage Per Bullet
2, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO,
0.1, // Attack-Delay
3.0, // Reload-Delay
iAmmo_762MM, // Caliber Pointer
iClip_AK47 // Clip Pointer
};
// Anim Table
enum {
ANIM_AK47_IDLE,
ANIM_AK47_RELOAD,
ANIM_AK47_DRAW,
ANIM_AK47_SHOOT1,
ANIM_AK47_SHOOT2,
ANIM_AK47_SHOOT3
};
void WeaponAK47_Draw( void ) {
#ifdef QWSSQC
OpenCSGunBase_Draw();
sound( self, CHAN_WEAPON, "weapons/ak47_boltpull.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
#else
View_PlayAnimation( ANIM_AK47_DRAW );
#endif
}
void WeaponAK47_PrimaryFire( void ) {
#ifdef QWSSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/ak47-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/ak47-2.wav", 1, ATTN_NORM );
}
}
#else
int iRand = ceil( random() * 3 );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_AK47_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_AK47_SHOOT2 );
} else {
View_PlayAnimation( ANIM_AK47_SHOOT3 );
}
#endif
}
void WeaponAK47_Reload( void ) {
#ifdef QWSSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_AK47_RELOAD );
#endif
}