nuclide/Source/shared/cstrike/weaponscout.c

95 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_SCOUT;
// Weapon Info
weaponinfo_t wptSCOUT = {
WEAPON_SCOUT, // Identifier
SLOT_PRIMARY, // Slot
2750, // Price
CALIBER_762MM, // Caliber ID
1.04, // Max Player Speed
1, // Bullets Per Shot
10, // Clip/MagSize
75, // Damage Per Bullet
3, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO, // Firing Type
1.25, // Attack-Delay
2.0, // Reload-Delay
iAmmo_762MM, // Caliber Pointer
iMag_SCOUT, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
5, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.7, // Armor penetration ratio
ATYPE_CARBINE, // Animation Type
SHELL_RIFLE
};
// Anim Table
enum {
ANIM_SCOUT_IDLE,
ANIM_SCOUT_SHOOT1,
ANIM_SCOUT_SHOOT2,
ANIM_SCOUT_RELOAD,
ANIM_SCOUT_DRAW
};
void WeaponSCOUT_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_SCOUT_DRAW );
#endif
}
void WeaponSCOUT_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
// Play Sound
sound( self, CHAN_WEAPON, "weapons/scout_fire-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_SCOUT_SHOOT1 );
} else {
View_PlayAnimation( ANIM_SCOUT_SHOOT2 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponSCOUT_SecondaryFire( void ) {
#ifdef SSQC
if ( self.viewzoom == 1.0 ) {
self.viewzoom = 0.45;
} else if ( self.viewzoom == 0.45 ) {
self.viewzoom = 0.15;
} else {
self.viewzoom = 1.0;
}
self.fAttackFinished = time + 0.5;
#endif
}
void WeaponSCOUT_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_SCOUT_RELOAD );
#endif
}