155 lines
3.5 KiB
C
Executable file
155 lines
3.5 KiB
C
Executable file
/***
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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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.int iMag_USP45;
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#ifdef SSQC
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.int iMode_USP45;
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#else
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int iWeaponMode_USP45;
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#endif
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// Weapon Info
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weaponinfo_t wptUSP45 = {
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WEAPON_USP45, // Identifier
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SLOT_SECONDARY, // Slot
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500, // Price
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CALIBER_45ACP, // Caliber ID
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1.0, // Max Player Speed
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1, // Bullets Per Shot
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12, // Clip/MagSize
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34, // Damage Per Bullet
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1, // Penetration Multiplier
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4096, // Bullet Range
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0.79, // Range Modifier
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TYPE_SEMI, // Firing Type
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0.15, // Attack-Delay
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2.5, // Reload-Delay
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iAmmo_45ACP, // Caliber Pointer
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iMag_USP45, // Clip Pointer
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200, // Accuracy Divisor
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0.55, // Accuracy Offset
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1.4, // Max Inaccuracy
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8, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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1.0, // Armor penetration ratio
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ATYPE_ONEHAND, // Animation Type
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SHELL_PISTOL
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};
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enum {
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ANIM_USP45_IDLE,
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ANIM_USP45_SILENCER_SHOOT1,
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ANIM_USP45_SILENCER_SHOOT2,
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ANIM_USP45_SILENCER_SHOOT3,
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ANIM_USP45_SILENCER_SHOOTLAST,
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ANIM_USP45_SILENCER_RELOAD,
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ANIM_USP45_SILENCER_DRAW,
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ANIM_USP45_SILENCER_ADD,
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ANIM_USP45_IDLE2,
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ANIM_USP45_SHOOT1,
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ANIM_USP45_SHOOT2,
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ANIM_USP45_SHOOT3,
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ANIM_USP45_SHOOTLAST,
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ANIM_USP45_RELOAD,
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ANIM_USP45_DRAW,
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ANIM_USP45_SILENCER_REMOVE
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};
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void WeaponUSP45_Draw( void ) {
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#ifdef SSQC
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BaseGun_Draw();
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#else
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if ( iWeaponMode_USP45 == TRUE ) {
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View_PlayAnimation( ANIM_USP45_SILENCER_DRAW );
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} else {
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View_PlayAnimation( ANIM_USP45_DRAW );
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}
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#endif
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}
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void WeaponUSP45_PrimaryFire( void ) {
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#ifdef SSQC
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if ( BaseGun_PrimaryFire() == TRUE ) {
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if ( self.iMode_USP45 == TRUE ) {
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if ( random() <= 0.5 ) {
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sound( self, CHAN_WEAPON, "weapons/usp1.wav", 1, ATTN_NORM );
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} else {
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sound( self, CHAN_WEAPON, "weapons/usp2.wav", 1, ATTN_NORM );
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}
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} else {
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sound( self, CHAN_WEAPON, "weapons/usp_unsil-1.wav", 1, ATTN_NORM );
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}
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}
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#else
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if ( getstatf( STAT_CURRENT_MAG ) == 0 ) {
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if ( iWeaponMode_USP45 == TRUE ) {
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View_PlayAnimation( ANIM_USP45_SILENCER_SHOOTLAST );
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} else {
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View_PlayAnimation( ANIM_USP45_SHOOTLAST );
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}
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} else {
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int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
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if ( iWeaponMode_USP45 == TRUE ) {
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View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT1 );
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} else {
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View_PlayAnimation( ANIM_USP45_SHOOT1 );
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}
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} else if ( iRand == 2 ) {
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if ( iWeaponMode_USP45 == TRUE ) {
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View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT2 );
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} else {
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View_PlayAnimation( ANIM_USP45_SHOOT2 );
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}
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} else {
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if ( iWeaponMode_USP45 == TRUE ) {
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View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT3 );
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} else {
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View_PlayAnimation( ANIM_USP45_SHOOT3 );
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}
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}
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}
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BaseGun_ShotMultiplierHandle( 1 );
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#endif
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}
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void WeaponUSP45_Secondary( void ) {
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#ifdef SSQC
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// Just switch the modes quickly
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self.iMode_USP45 = 1 - self.iMode_USP45;
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self.fAttackFinished = time + 3.0;
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// Tell the client that we switched modes, too
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Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
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#else
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iWeaponMode_USP45 = 1 - iWeaponMode_USP45;
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if ( iWeaponMode_USP45 == TRUE ) {
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View_PlayAnimation( ANIM_USP45_SILENCER_ADD );
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} else {
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View_PlayAnimation( ANIM_USP45_SILENCER_REMOVE );
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}
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#endif
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}
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void WeaponUSP45_Reload( void ) {
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#ifdef SSQC
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if ( BaseGun_Reload() == TRUE ) {
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}
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#else
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if ( iWeaponMode_USP45 == TRUE ) {
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View_PlayAnimation( ANIM_USP45_SILENCER_RELOAD );
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} else {
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View_PlayAnimation( ANIM_USP45_RELOAD );
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}
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#endif
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}
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