Added orbituaries Added monetary rewards for objectives Fixed weapons not switching/drawing after buying new ones Added $16.000 salary cap Fixed func_breakables always starting with 100HP Fixed something about the doors Fixed the Buymenu Exit button trying to buy ammunition Fixed spawning behaviour between switching teams and modes Fixed VIPs being able to switch teams midsession Changed gamedir loading behaviour (attempts to read cstrike, then opencs)
178 lines
5.5 KiB
C
178 lines
5.5 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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void Temp_Nothing( void ) { }
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weaponfunc_t wpnFuncTable[ CS_WEAPON_COUNT ] = {
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{ Temp_Nothing, Temp_Nothing, Temp_Nothing, Temp_Nothing },
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{ WeaponKNIFE_Draw, WeaponKNIFE_PrimaryFire, WeaponKNIFE_Secondary, Temp_Nothing },
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{ WeaponUSP45_Draw, WeaponUSP45_PrimaryFire, WeaponUSP45_Secondary, WeaponUSP45_Reload },
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{ WeaponGLOCK18_Draw, WeaponGLOCK18_PrimaryFire, WeaponGLOCK18_Secondary, WeaponGLOCK18_Reload },
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{ WeaponDEAGLE_Draw, WeaponDEAGLE_PrimaryFire, Temp_Nothing, WeaponDEAGLE_Reload },
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{ WeaponP228_Draw, WeaponP228_PrimaryFire, Temp_Nothing, WeaponP228_Reload },
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{ WeaponELITES_Draw, WeaponELITES_PrimaryFire, Temp_Nothing, WeaponELITES_Reload },
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{ WeaponFIVESEVEN_Draw, WeaponFIVESEVEN_PrimaryFire, Temp_Nothing, WeaponFIVESEVEN_Reload },
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#ifdef SSQC
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{ WeaponM3_Draw, WeaponM3_PrimaryFire, Temp_Nothing, WeaponM3_Reload },
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{ WeaponXM1014_Draw, WeaponXM1014_PrimaryFire, Temp_Nothing, WeaponXM1014_Reload },
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#else
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{ WeaponM3_Draw, WeaponM3_PrimaryFire, WeaponM3_Secondary, WeaponM3_Reload },
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{ WeaponXM1014_Draw, WeaponXM1014_PrimaryFire, WeaponXM1014_Secondary, WeaponXM1014_Reload },
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#endif
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{ WeaponMP5_Draw, WeaponMP5_PrimaryFire, Temp_Nothing, WeaponMP5_Reload },
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{ WeaponP90_Draw, WeaponP90_PrimaryFire, Temp_Nothing, WeaponP90_Reload },
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{ WeaponUMP45_Draw, WeaponUMP45_PrimaryFire, Temp_Nothing, WeaponUMP45_Reload },
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{ WeaponMAC10_Draw, WeaponMAC10_PrimaryFire, Temp_Nothing, WeaponMAC10_Reload },
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{ WeaponTMP_Draw, WeaponTMP_PrimaryFire, Temp_Nothing, WeaponTMP_Reload },
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{ WeaponAK47_Draw, WeaponAK47_PrimaryFire, Temp_Nothing, WeaponAK47_Reload },
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{ WeaponSG552_Draw, WeaponSG552_PrimaryFire, Temp_Nothing, WeaponSG552_Reload },
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{ WeaponM4A1_Draw, WeaponM4A1_PrimaryFire, WeaponM4A1_Secondary, WeaponM4A1_Reload },
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{ WeaponAUG_Draw, WeaponAUG_PrimaryFire, Temp_Nothing, WeaponAUG_Reload },
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{ WeaponSCOUT_Draw, WeaponSCOUT_PrimaryFire, Temp_Nothing, WeaponSCOUT_Reload },
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{ WeaponAWP_Draw, WeaponAWP_PrimaryFire, Temp_Nothing, WeaponAWP_Reload },
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{ WeaponG3SG1_Draw, WeaponG3SG1_PrimaryFire, Temp_Nothing, WeaponG3SG1_Reload },
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{ WeaponSG550_Draw, WeaponSG550_PrimaryFire, Temp_Nothing, WeaponSG550_Reload },
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{ WeaponPARA_Draw, WeaponPARA_PrimaryFire, Temp_Nothing, WeaponPARA_Reload },
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{ WeaponC4BOMB_Draw, WeaponC4BOMB_PrimaryFire, Temp_Nothing, Temp_Nothing }
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};
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void Weapon_Draw( float fWeapon ) {
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if ( !fWeapon ) {
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return;
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}
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wpnFuncTable[ fWeapon ].vDraw();
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#ifdef SSQC
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self.maxspeed = Player_GetMaxSpeed( fWeapon );
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self.fAttackFinished = time + 1.0;
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#endif
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}
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void Weapon_PrimaryAttack( float fWeapon ) {
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#ifdef SSQC
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if ( self.fAttackFinished > time ) {
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return;
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}
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#endif
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wpnFuncTable[ fWeapon ].vPrimary();
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}
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void Weapon_SecondaryAttack( float fWeapon ) {
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#ifdef SSQC
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if ( self.fAttackFinished > time ) {
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return;
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}
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#endif
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wpnFuncTable[ fWeapon ].vSecondary();
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}
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void Weapon_Reload( float fWeapon ) {
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#ifdef SSQC
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if ( self.fAttackFinished > time ) {
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return;
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}
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#endif
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wpnFuncTable[ fWeapon ].vReload();
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}
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#ifdef SSQC
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void Weapon_Switch( int iSlot ) {
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if ( self.fAttackFinished > time ) {
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return;
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}
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float fWeapon;
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if ( iSlot == SLOT_MELEE ) {
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fWeapon = self.iSlotMelee;
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} else if ( iSlot == SLOT_PRIMARY ) {
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fWeapon = self.iSlotPrimary;
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} else if ( iSlot == SLOT_SECONDARY ) {
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fWeapon = self.iSlotSecondary;
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} else if ( iSlot == SLOT_GRENADE ) {
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fWeapon = self.iSlotGrenade;
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}
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if ( !fWeapon || self.weapon == fWeapon ) {
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return;
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}
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self.weapon = fWeapon;
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Weapon_Draw( fWeapon );
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}
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void Weapon_UpdateCurrents( void ) {
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self.iCurrentClip = self.(wptTable[ self.weapon ].iClipfld);
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self.iCurrentCaliber = self.(wptTable[ self.weapon ].iCaliberfld);
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}
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// We get a weapon for the first time essentially
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void Weapon_AddItem( float fWeapon ) {
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// Add the gun to the appropriate slot
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if( wptTable[ fWeapon ].iSlot == SLOT_MELEE ) {
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self.iSlotMelee = fWeapon;
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} else if ( wptTable[ fWeapon ].iSlot == SLOT_SECONDARY ) {
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self.iSlotSecondary = fWeapon;
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} else if( wptTable[ fWeapon ].iSlot == SLOT_PRIMARY ) {
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self.iSlotPrimary = fWeapon;
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} else if ( wptTable[ fWeapon ].iSlot == SLOT_GRENADE ) {
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self.iSlotGrenade = fWeapon;
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}
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// Switch to it
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self.weapon = fWeapon;
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// Make sure we've got at least one full clip
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self.(wptTable[ self.weapon ].iClipfld) = wptTable[ fWeapon ].iClipSize;
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}
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void Weapon_GiveAmmo( float fWeapon, float fAmount ) {
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self.(wptTable[ self.weapon ].iCaliberfld ) += fAmount;
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Weapon_UpdateCurrents();
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}
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void Weapon_SwitchBest( void ) {
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if ( self.iSlotSecondary ) {
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Weapon_Switch( SLOT_SECONDARY );
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} else if ( self.iSlotPrimary ) {
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Weapon_Switch( SLOT_PRIMARY );
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} else {
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Weapon_Switch( SLOT_MELEE );
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}
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}
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void CSEv_GamePlayerBuy_f( float fWeapon ) {
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if ( Rules_BuyingPossible() == FALSE ) {
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return;
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}
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Weapon_AddItem( fWeapon );
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Weapon_Draw( fWeapon );
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self.fMoney -= wptTable[ fWeapon ].iPrice;
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self.fAttackFinished = time + 1.0;
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}
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#endif
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