nuclide/Source/Shared/WeaponMP5.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

98 lines
2.4 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_MP5;
// Weapon Info
weaponinfo_t wptMP5 = {
WEAPON_MP5, // Identifier
SLOT_PRIMARY, // Slot
1500, // Price
CALIBER_9MM, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
26, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.84, // Range Modifier
TYPE_AUTO, // Firing Type
0.08, // Attack-Delay
2.6, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iMag_MP5, // Clip Pointer
220, // Accuracy Divisor
0.45, // Accuracy Offset
0.75, // Max Inaccuracy
6, // Minimum Crosshair Distance
2, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_MP5 // Animation Type
};
// Anim Table
enum {
ANIM_MP5_IDLE,
ANIM_MP5_RELOAD,
ANIM_MP5_DRAW,
ANIM_MP5_SHOOT1,
ANIM_MP5_SHOOT2,
ANIM_MP5_SHOOT3
};
void WeaponMP5_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_MP5_DRAW );
#endif
}
void WeaponMP5_PrimaryFire( void ) {
#ifdef SSQC
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/mp5-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/mp5-2.wav", 1, ATTN_NORM );
}
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_MP5_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_MP5_SHOOT2 );
} else {
View_PlayAnimation( ANIM_MP5_SHOOT3 );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
#endif
}
void WeaponMP5_Reload( void ) {
#ifdef SSQC
if ( OpenCSGunBase_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_MP5_RELOAD );
#endif
}