nuclide/Source/Shared/WeaponAK47.c
Marco Hladik e67ab0380f Added viewmodel muzzleflashes
Redone the model-event sound stuff using next-generation FTE features (TM)
Cleaned and fixed things here and there
2017-01-12 03:49:59 +01:00

99 lines
2.4 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
.int iMag_AK47;
// Weapon Info
weaponinfo_t wptAK47 = {
WEAPON_AK47, // Identifier
SLOT_PRIMARY, // Slot
2500, // Price
CALIBER_762MM, // Caliber ID
0.88, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
36, // Damage Per Bullet
2, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO, // Firing Type
0.1, // Attack-Delay
2.4, // Reload-Delay
iAmmo_762MM, // Caliber Pointer
iMag_AK47, // Clip Pointer
200, // Accuracy Divisor
0.35, // Accuracy Offset
1.25, // Max Inaccuracy
4, // Minimum Crosshair Distance
4, // Crosshair Movement Delta
1.55, // Armor penetration ratio
ATYPE_AK47 // Animation Type
};
// Anim Table
enum {
ANIM_AK47_IDLE,
ANIM_AK47_RELOAD,
ANIM_AK47_DRAW,
ANIM_AK47_SHOOT1,
ANIM_AK47_SHOOT2,
ANIM_AK47_SHOOT3
};
void WeaponAK47_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_AK47_DRAW );
#endif
}
void WeaponAK47_PrimaryFire( void ) {
#ifdef SSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/ak47-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/ak47-2.wav", 1, ATTN_NORM );
}
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_AK47_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_AK47_SHOOT2 );
} else {
View_PlayAnimation( ANIM_AK47_SHOOT3 );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
#endif
}
void WeaponAK47_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_AK47_RELOAD );
#endif
}