nuclide/Source/Shared/WeaponBase.c
Marco Hladik bf1adc491a Support for more muzzleflashes
Fixes and cleanups regarding effects, networking
All sorts of other cool things
2017-01-14 16:00:31 +01:00

152 lines
4.2 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.
*/
weaponinfo_t wptTable[ CS_WEAPON_COUNT ] = {
{ 0, 0, 0, 0, 240, 0, 0, 0, 0, 0.0, 0.0, 0, 0.0, 0.0, iAmmo_9MM, iAmmo_9MM, 0.0, 0.0, 0.0, 0, 0 },
wptKNIFE,
wptUSP45,
wptGLOCK18,
wptDEAGLE,
wptP228,
wptELITES,
wptFIVESEVEN,
wptM3,
wptXM1014,
wptMP5,
wptP90,
wptUMP45,
wptMAC10,
wptTMP,
wptAK47,
wptSG552,
wptM4A1,
wptAUG,
wptSCOUT,
wptAWP,
wptG3SG1,
wptSG550,
wptPARA,
wptC4BOMB,
wptFLASHBANG,
wptHEGRENADE,
wptSMOKEGRENADE
};
#ifdef SSQC
.int iShotMultiplier;
.float fDecreaseShotTime;
.int iOldShotMultiplier;
#else
int iShotMultiplier;
#endif
void OpenCSGunBase_ShotMultiplierHandle( float fShots ) {
#ifdef SSQC
if ( self.iShotMultiplier > 12 ) {
self.iShotMultiplier = 12;
} else {
self.iShotMultiplier += fShots;
}
self.fDecreaseShotTime = time + 0.2;
#else
if ( iShotMultiplier > 12 ) {
iShotMultiplier = 12;
} else {
iShotMultiplier += fShots;
}
#endif
}
#ifdef SSQC
// This is being triggered in PlayerPreThink after the input
void OpenCSGunBase_ShotMultiplierUpdate( void ) {
if ( ( self.iShotMultiplier > 0 ) && ( self.fDecreaseShotTime < time ) ) {
self.fDecreaseShotTime = time + wptTable[ self.weapon ].fAttackFinished + 0.01;
self.iShotMultiplier--;
}
}
void OpenCSGunBase_Draw( void ) {
self.iCurrentMag = self.(wptTable[ self.weapon ].iMagfld);
self.iCurrentCaliber = self.(wptTable[ self.weapon ].iCaliberfld);
Client_SendEvent( self, EV_WEAPON_DRAW );
}
void OpenCSGunBase_AccuracyCalc( void ) {
self.fAccuracy = ( self.iShotMultiplier / wptTable[ self.weapon ].fAccuracyDivisor );
}
// Returns whether or not to play an animation
float OpenCSGunBase_PrimaryFire( void ) {
// Nothing in the clip anymore? Don't even attempt
if ( ( self.(wptTable[ self.weapon ].iMagfld) - 1 ) < 0 ) {
return FALSE;
}
if ( wptTable[ self.weapon ].fWeaponType == TYPE_SEMI ) {
self.flags = self.flags - ( self.flags & FL_SEMI_TOGGLED );
}
OpenCSGunBase_ShotMultiplierHandle( wptTable[ self.weapon ].iBullets );
OpenCSGunBase_AccuracyCalc();
TraceAttack_FireBullets( wptTable[ self.weapon ].iBullets, ( self.origin + self.view_ofs ) );
Animation_ShootWeapon();
self.(wptTable[ self.weapon ].iMagfld) -= 1;
self.fAttackFinished = time + wptTable[ self.weapon ].fAttackFinished;
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
return TRUE;
}
float OpenCSGunBase_Reload( void ) {
static void OpenCSGunBase_FinishReload( void ) {
// What if we've got less in our caliberfield than we need
if ( self.(wptTable[ self.weapon ].iCaliberfld) < wptTable[ self.weapon ].iMagSize ) {
self.(wptTable[ self.weapon ].iMagfld) = self.(wptTable[ self.weapon ].iCaliberfld);
self.(wptTable[ self.weapon ].iCaliberfld) = 0;
} else {
self.(wptTable[ self.weapon ].iCaliberfld) -= ( wptTable[ self.weapon ].iMagSize - self.(wptTable[ self.weapon ].iMagfld) );
self.(wptTable[ self.weapon ].iMagfld) = wptTable[ self.weapon ].iMagSize;
}
Weapon_UpdateCurrents();
}
// Don't bother reloading the gun when full
if ( self.(wptTable[ self.weapon ].iMagfld) == wptTable[ self.weapon ].iMagSize ) {
return FALSE;
}
// Also don't bother reloading the gun if you've got nothing to reload it with
if ( self.(wptTable[ self.weapon ].iCaliberfld) <= 0 ) {
return FALSE;
}
self.think = OpenCSGunBase_FinishReload;
self.nextthink = time + wptTable[ self.weapon ].fReloadFinished;
self.fAttackFinished = self.nextthink;
Animation_ReloadWeapon();
Client_SendEvent( self, EV_WEAPON_RELOAD );
return TRUE;
}
#endif