nuclide/Source/Shared/WeaponElites.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

141 lines
3.7 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_ELITES;
#ifdef SSQC
.int iMode_ELITES;
#else
int iWeaponMode_ELITES;
#endif
// Weapon Info
weaponinfo_t wptELITES = {
WEAPON_ELITES, // Identifier
SLOT_SECONDARY, // Slot
800, // Price
CALIBER_9MM, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
45, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
0.15, // Attack-Delay
4.6, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iMag_ELITES, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
4, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.05, // Armor penetration ratio
ATYPE_DUALPISTOLS // Animation Type
};
// Anim Table
enum {
ANIM_ELITES_IDLE,
ANIM_ELITES_IDLE_LEFTEMPTY,
ANIM_ELITES_SHOOT_LEFT1,
ANIM_ELITES_SHOOT_LEFT2,
ANIM_ELITES_SHOOT_LEFT3,
ANIM_ELITES_SHOOT_LEFT4,
ANIM_ELITES_SHOOT_LEFT5,
ANIM_ELITES_SHOOT_LEFTLAST,
ANIM_ELITES_SHOOT_RIGHT1,
ANIM_ELITES_SHOOT_RIGHT2,
ANIM_ELITES_SHOOT_RIGHT3,
ANIM_ELITES_SHOOT_RIGHT4,
ANIM_ELITES_SHOOT_RIGHT5,
ANIM_ELITES_SHOOT_RIGHTLAST,
ANIM_ELITES_RELOAD,
ANIM_ELITES_DRAW
};
void WeaponELITES_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
sound( self, CHAN_WEAPON, "weapons/elite_deploy.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
#else
View_PlayAnimation( ANIM_ELITES_DRAW );
#endif
}
void WeaponELITES_PrimaryFire( void ) {
#ifdef SSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
// Play Sound
sound( self, CHAN_WEAPON, "weapons/elite_fire.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iWeaponMode_ELITES == 0 ) {
if ( getstatf( STAT_CURRENT_MAG ) == 1 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFTLAST );
} else {
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT2 );
} else if ( iRand == 3 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT3 );
} else if ( iRand == 4 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT4 );
} else {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT5 );
}
}
} else {
if ( getstatf( STAT_CURRENT_MAG ) == 0 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHTLAST );
} else {
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT2 );
} else if ( iRand == 3 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT3 );
} else if ( iRand == 4 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT4 );
} else {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT5 );
}
}
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
iWeaponMode_ELITES = 1 - iWeaponMode_ELITES;
#endif
}
void WeaponELITES_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_ELITES_RELOAD );
iWeaponMode_ELITES = 0;
#endif
}