130 lines
3.6 KiB
C
130 lines
3.6 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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ammoinfo_t ammoTable[11] = {
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{ 0, 0, 0 },
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{ 7, 35, 40 }, //CALIBER_50AE
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{ 30, 90, 80 }, //CALIBER_762MM
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{ 30, 90, 60 }, //CALIBER_556MM
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{ 30, 200, 60 }, //CALIBER_556MMBOX
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{ 10, 30, 125 }, //CALIBER_338MAG
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{ 30, 150, 20 }, //CALIBER_9MM
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{ 8, 32, 65 }, //CALIBER_BUCKSHOT
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{ 12, 100, 25 }, //CALIBER_45ACP
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{ 13, 52, 50 }, //CALIBER_357SIG
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{ 50, 100, 50 } //CALIBER_57MM
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};
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/*
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=================
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Ammo_BuyPrimary
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Buy ammo for the primary weapon you're equipped with
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=================
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*/
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void Ammo_BuyPrimary(void)
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{
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if (!self.fSlotPrimary) {
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return;
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}
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int iRequiredAmmo = (ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount - self.(wptTable[ self.fSlotPrimary ].iCaliberfld));
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float fNew = ceil(((float)iRequiredAmmo / (float)ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iSize));
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for (int i = 0; i < fNew; i++) {
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if (self.fMoney - ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iPrice < 0) {
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break;
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}
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Money_AddMoney(self, -ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iPrice);
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sound(self, CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_IDLE);
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self.(wptTable[ self.fSlotPrimary ].iCaliberfld) += ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iSize;
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if (self.(wptTable[ self.fSlotPrimary ].iCaliberfld) > ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount) {
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self.(wptTable[ self.fSlotPrimary ].iCaliberfld) = ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount;
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}
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}
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}
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/*
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=================
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Ammo_BuySecondary
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Buy ammo for the secondary weapon you're equipped with
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=================
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*/
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void Ammo_BuySecondary(void)
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{
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if (!self.fSlotSecondary) {
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return;
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}
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int iRequiredAmmo = (ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount - self.(wptTable[ self.fSlotSecondary ].iCaliberfld));
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float fNew = ceil(((float)iRequiredAmmo / (float)ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iSize));
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for (int i = 0; i < fNew; i++) {
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if (self.fMoney - ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iPrice < 0) {
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break;
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}
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Money_AddMoney(self, -ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iPrice);
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sound(self, CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_IDLE);
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self.(wptTable[ self.fSlotSecondary ].iCaliberfld) += ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iSize;
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if (self.(wptTable[ self.fSlotSecondary ].iCaliberfld) > ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount) {
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self.(wptTable[ self.fSlotSecondary ].iCaliberfld) = ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount;
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}
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}
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}
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void Ammo_AutoFill(float fWeapon)
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{
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if (autocvar_fcs_fillweapons == FALSE) {
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return;
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}
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if (Weapon_AlreadyExists(fWeapon)) {
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self.(wptTable[fWeapon].iMagfld) = wptTable[fWeapon].iMagSize;
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self.(wptTable[fWeapon].iCaliberfld) = ammoTable[wptTable[fWeapon].iCaliber].iMaxAmount;
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Weapon_UpdateCurrents();
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}
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}
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void Ammo_Clear(void)
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{
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// Clear all the ammo stuff
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for (int i = 0; i < CS_WEAPON_COUNT; i++) {
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self.(wptTable[ i ].iMagfld) = 0;
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self.(wptTable[ i ].iCaliberfld) = 0;
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}
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self.fSlotMelee = 0;
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self.fSlotPrimary = 0;
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self.fSlotSecondary = 0;
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self.fSlotGrenade = 0;
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self.iEquipment = 0;
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}
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/*
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=================
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CSEv_GamePlayerBuyAmmo_f
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Called from the client, checks if he can buy ammo and does if yes
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=================
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*/
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void CSEv_GamePlayerBuyAmmo_f(float fType)
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{
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if (Rules_BuyingPossible() == FALSE) {
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return;
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}
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if (fType == 0) {
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Ammo_BuyPrimary();
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} else {
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Ammo_BuySecondary();
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}
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Weapon_UpdateCurrents();
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}
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