Redone the model-event sound stuff using next-generation FTE features (TM) Cleaned and fixed things here and there
99 lines
2.4 KiB
C
99 lines
2.4 KiB
C
/*
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OpenCS Project
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Copyright (C) 2016, 2017 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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.int iMag_AK47;
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// Weapon Info
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weaponinfo_t wptAK47 = {
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WEAPON_AK47, // Identifier
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SLOT_PRIMARY, // Slot
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2500, // Price
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CALIBER_762MM, // Caliber ID
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0.88, // Max Player Speed
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1, // Bullets Per Shot
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30, // Clip/MagSize
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36, // Damage Per Bullet
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2, // Penetration Multiplier
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8192, // Bullet Range
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0.98, // Range Modifier
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TYPE_AUTO, // Firing Type
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0.1, // Attack-Delay
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2.4, // Reload-Delay
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iAmmo_762MM, // Caliber Pointer
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iMag_AK47, // Clip Pointer
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200, // Accuracy Divisor
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0.35, // Accuracy Offset
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1.25, // Max Inaccuracy
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4, // Minimum Crosshair Distance
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4, // Crosshair Movement Delta
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1.55, // Armor penetration ratio
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ATYPE_AK47 // Animation Type
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};
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// Anim Table
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enum {
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ANIM_AK47_IDLE,
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ANIM_AK47_RELOAD,
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ANIM_AK47_DRAW,
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ANIM_AK47_SHOOT1,
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ANIM_AK47_SHOOT2,
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ANIM_AK47_SHOOT3
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};
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void WeaponAK47_Draw( void ) {
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#ifdef SSQC
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OpenCSGunBase_Draw();
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#else
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View_PlayAnimation( ANIM_AK47_DRAW );
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#endif
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}
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void WeaponAK47_PrimaryFire( void ) {
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#ifdef SSQC
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if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
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if ( random() <= 0.5 ) {
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sound( self, CHAN_WEAPON, "weapons/ak47-1.wav", 1, ATTN_NORM );
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} else {
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sound( self, CHAN_WEAPON, "weapons/ak47-2.wav", 1, ATTN_NORM );
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}
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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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View_PlayAnimation( ANIM_AK47_SHOOT1 );
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} else if ( iRand == 2 ) {
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View_PlayAnimation( ANIM_AK47_SHOOT2 );
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} else {
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View_PlayAnimation( ANIM_AK47_SHOOT3 );
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}
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OpenCSGunBase_ShotMultiplierHandle( 1 );
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#endif
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}
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void WeaponAK47_Reload( void ) {
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#ifdef SSQC
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if ( OpenCSGunBase_Reload() == TRUE ) {
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// Play Sound
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}
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#else
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View_PlayAnimation( ANIM_AK47_RELOAD );
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#endif
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}
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