nuclide/Source/Shared/WeaponM4A1.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

155 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_M4A1;
#ifdef SSQC
.int iMode_M4A1;
#else
int iWeaponMode_M4A1;
#endif
// Weapon Info
weaponinfo_t wptM4A1 = {
WEAPON_M4A1, // Identifier
SLOT_PRIMARY, // Slot
3100, // Price
CALIBER_556MM, // Caliber ID
0.92, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
33, // Damage Per Bullet
1, // Penetration Multiplier
8192, // Bullet Range
0.97, // Range Modifier
TYPE_AUTO, // Firing Type
0.09, // Attack-Delay
3.1, // Reload-Delay
iAmmo_556MM, // Caliber Pointer
iMag_M4A1, // Clip Pointer
220, // Accuracy Divisor
0.3, // Accuracy Offset
1.0, // Max Inaccuracy
4, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.4, // Armor penetration ratio
ATYPE_RIFLE // Animation Type
};
enum {
ANIM_M4A1_IDLE,
ANIM_M4A1_SILENCER_SHOOT1,
ANIM_M4A1_SILENCER_SHOOT2,
ANIM_M4A1_SILENCER_SHOOT3,
ANIM_M4A1_SILENCER_RELOAD,
ANIM_M4A1_SILENCER_DRAW,
ANIM_M4A1_SILENCER_ADD,
ANIM_M4A1_IDLE2,
ANIM_M4A1_SHOOT1,
ANIM_M4A1_SHOOT2,
ANIM_M4A1_SHOOT3,
ANIM_M4A1_RELOAD,
ANIM_M4A1_DRAW,
ANIM_M4A1_SILENCER_REMOVE
};
void WeaponM4A1_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
#else
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_DRAW );
} else {
View_PlayAnimation( ANIM_M4A1_DRAW );
}
#endif
}
void WeaponM4A1_PrimaryFire( void ) {
#ifdef SSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
if ( self.iMode_M4A1 == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/m4a1-1.wav", 1, ATTN_NORM );
} else {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-2.wav", 1, ATTN_NORM );
}
}
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT1 );
} else {
View_PlayAnimation( ANIM_M4A1_SHOOT1 );
}
} else if ( iRand == 2 ) {
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT2 );
} else {
View_PlayAnimation( ANIM_M4A1_SHOOT2 );
}
} else {
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT3 );
} else {
View_PlayAnimation( ANIM_M4A1_SHOOT3 );
}
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
#endif
}
void WeaponM4A1_Secondary( void ) {
#ifdef SSQC
// Just switch the modes quickly
self.iMode_M4A1 = 1 - self.iMode_M4A1;
self.fAttackFinished = time + 2;
// Tell the client that we switched modes, too
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
#else
iWeaponMode_M4A1 = 1 - iWeaponMode_M4A1;
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_ADD );
} else {
View_PlayAnimation( ANIM_M4A1_SILENCER_REMOVE );
}
#endif
}
void WeaponM4A1_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_RELOAD );
} else {
View_PlayAnimation( ANIM_M4A1_RELOAD );
}
#endif
}