nuclide/Source/Shared/WeaponTMP.c

88 lines
1.8 KiB
C
Executable file

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
.int iMag_TMP;
// Weapon Info
weaponinfo_t wptTMP = {
WEAPON_TMP, // Identifier
SLOT_PRIMARY, // Slot
1250, // Price
CALIBER_9MM, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
26, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.84, // Range Modifier
TYPE_AUTO, // Firing Type
0.07, // Attack-Delay
2.1, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iMag_TMP, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_MP5, // Animation Type
SHELL_PISTOL
};
// Anim Table
enum {
ANIM_TMP_IDLE,
ANIM_TMP_RELOAD,
ANIM_TMP_DRAW,
ANIM_TMP_SHOOT1,
ANIM_TMP_SHOOT2,
ANIM_TMP_SHOOT3
};
void WeaponTMP_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_TMP_DRAW );
#endif
}
void WeaponTMP_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/tmp-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/tmp-2.wav", 1, ATTN_NORM );
}
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_TMP_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_TMP_SHOOT2 );
} else {
View_PlayAnimation( ANIM_TMP_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponTMP_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_TMP_RELOAD );
#endif
}