nuclide/Source/Shared/WeaponGlock18.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

156 lines
3.8 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_GLOCK18;
#ifdef SSQC
.int iMode_GLOCK18;
#else
int iWeaponMode_GLOCK18;
#endif
// Weapon Info
weaponinfo_t wptGLOCK18 = {
WEAPON_GLOCK18, // Identifier
SLOT_SECONDARY, // Slot
400, // Price
CALIBER_9MM, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
20, // Clip/MagSize
25, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
0.15, // Attack-Delay
2.1, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iMag_GLOCK18, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracyy
8, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.05, // Armor penetration ratio
ATYPE_ONEHAND // Animation Type
};
// Anim Table
enum {
ANIM_GLOCK_IDLE1,
ANIM_GLOCK_IDLE2,
ANIM_GLOCK_IDLE3,
ANIM_GLOCK_SHOOT_BURST1,
ANIM_GLOCK_SHOOT_BURST2,
ANIM_GLOCK_SHOOT,
ANIM_GLOCK_SHOOT_EMPTY,
ANIM_GLOCK_RELOAD1,
ANIM_GLOCK_DRAW1,
ANIM_GLOCK_UNUSED1,
ANIM_GLOCK_UNUSED2,
ANIM_GLOCK_DRAW2,
ANIM_GLOCK_RELOAD2
};
void WeaponGLOCK18_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_GLOCK_DRAW1 );
} else {
View_PlayAnimation( ANIM_GLOCK_DRAW2 );
}
#endif
}
void WeaponGLOCK18_PrimaryFire( void ) {
#ifdef SSQC
if ( self.iMode_GLOCK18 == FALSE ) {
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/glock18-2.wav", 1, ATTN_NORM );
}
} else {
if ( (self.iMag_GLOCK18 - 3 ) < 0 ) {
return FALSE;
}
OpenCSGunBase_AccuracyCalc();
TraceAttack_FireBullets( 3, ( self.origin + self.view_ofs ) );
self.iMag_GLOCK18 -= 3;
self.fAttackFinished = time + 0.5;
sound( self, CHAN_WEAPON, "weapons/glock18-1.wav", 1, ATTN_NORM );
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
OpenCSGunBase_ShotMultiplierHandle( 3 );
}
#else
if ( iWeaponMode_GLOCK18 == FALSE ) {
if ( getstatf( STAT_CURRENT_MAG ) == 0 ) {
View_PlayAnimation( ANIM_GLOCK_SHOOT_EMPTY );
} else {
View_PlayAnimation( ANIM_GLOCK_SHOOT );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
} else {
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST1 );
} else {
View_PlayAnimation( ANIM_GLOCK_SHOOT_BURST2 );
}
OpenCSGunBase_ShotMultiplierHandle( 3 );
}
#endif
}
void WeaponGLOCK18_Secondary( void ) {
#ifdef SSQC
// Just switch the modes quickly
self.iMode_GLOCK18 = 1 - self.iMode_GLOCK18;
self.fAttackFinished = time + 0.2;
// Tell the client that we switched modes, too
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
// TODO: Move to the clientside
if ( self.iMode_GLOCK18 == TRUE ) {
centerprint( self, "Switched to Burst-Fire mode" );
} else {
centerprint( self, "Switched to Semi-Automatic mode" );
}
#else
iWeaponMode_GLOCK18 = 1 - iWeaponMode_GLOCK18;
#endif
}
void WeaponGLOCK18_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_GLOCK_RELOAD1 );
} else {
View_PlayAnimation( ANIM_GLOCK_RELOAD2 );
}
#endif
}