nuclide/Source/shared/cstrike/weapondeagle.c

89 lines
1.9 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_DEAGLE;
// Weapon Info
weaponinfo_t wptDEAGLE = {
WEAPON_DEAGLE, // Identifier
SLOT_SECONDARY, // Slot
650, // Price
CALIBER_50AE, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
7, // Clip/MagSize
54, // Damage Per Bullet
2, // Penetration Multiplier
4096, // Bullet Range
0.81, // Range Modifier
TYPE_SEMI, // Firing Type
0.15, // Attack-Delay
2.1, // Reload-Delay
iAmmo_50AE, // Caliber Pointer
iMag_DEAGLE, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
8, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.5, // Armor penetration ratio
ATYPE_ONEHAND, // Animation Type
SHELL_PISTOL
};
// Anim Table
enum {
ANIM_DEAGLE_IDLE,
ANIM_DEAGLE_SHOOT1,
ANIM_DEAGLE_SHOOT2,
ANIM_DEAGLE_SHOOT_EMPTY,
ANIM_DEAGLE_RELOAD,
ANIM_DEAGLE_DRAW
};
void WeaponDEAGLE_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_DEAGLE_DRAW );
#endif
}
void WeaponDEAGLE_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/deagle-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/deagle-2.wav", 1, ATTN_NORM );
}
}
#else
if ( getstatf( STAT_CURRENT_MAG ) == 0 ) {
View_PlayAnimation( ANIM_DEAGLE_SHOOT_EMPTY );
} else {
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_DEAGLE_SHOOT1 );
} else {
View_PlayAnimation( ANIM_DEAGLE_SHOOT2 );
}
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponDEAGLE_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
}
#else
View_PlayAnimation( ANIM_DEAGLE_RELOAD );
#endif
}