nuclide/Source/Shared/WeaponXM1014.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

150 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_XM1014;
#ifdef SSQC
.int iMode_XM1014;
#else
int iWeaponMode_XM1014;
#endif
// Weapon Info
weaponinfo_t wptXM1014 = {
WEAPON_XM1014, // Identifier
SLOT_PRIMARY, // Slot
3000, // Price
CALIBER_BUCKSHOT, // Caliber ID
0.96, // Max Player Speed
6, // Bullets Per Shot
7, // Clip/MagSize
22, // Damage Per Bullet
1, // Penetration Multiplier
3000, // Bullet Range
0.7, // Range Modifier
TYPE_AUTO, // Firing Type
0.25, // Attack-Delay
3.0, // Reload-Delay
iAmmo_BUCKSHOT, // Caliber Pointer
iMag_XM1014, // Clip Pointer
200, // Accuracy Divisor
0.35, // Accuracy Offset
1.25, // Max Inaccuracy
9, // Minimum Crosshair Distance
4, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_SHOTGUN // Animation Type
};
// Anim Table
enum {
ANIM_XM1014_IDLE,
ANIM_XM1014_SHOOT1,
ANIM_XM1014_SHOOT2,
ANIM_XM1014_INSERT,
ANIM_XM1014_RELOAD_END,
ANIM_XM1014_RELOAD_START,
ANIM_XM1014_DRAW
};
void WeaponXM1014_Draw( void ) {
#ifdef SSQC
OpenCSGunBase_Draw();
#else
View_PlayAnimation( ANIM_XM1014_DRAW );
#endif
}
void WeaponXM1014_ReloadNULL( void ) { }
void WeaponXM1014_PrimaryFire( void ) {
#ifdef SSQC
if ( self.iMode_XM1014 == TRUE ) {
self.iMode_XM1014 = 0;
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.think = WeaponXM1014_ReloadNULL;
self.fAttackFinished = time + 0.5;
return;
}
if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/xm1014-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_XM1014_SHOOT1 );
} else {
View_PlayAnimation( ANIM_XM1014_SHOOT2 );
}
OpenCSGunBase_ShotMultiplierHandle( 1 );
#endif
}
void WeaponXM1014_Reload( void);
void WeaponXM1014_Secondary( void ) {
#ifdef SSQC
// If it's full or no ammo is left...
if ( (self.(wptXM1014.iMagfld) == wptXM1014.iMagSize) || ( self.(wptXM1014.iCaliberfld) <= 0 ) ) {
self.iMode_XM1014 = 0;
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.think = WeaponXM1014_ReloadNULL;
self.fAttackFinished = time + 0.5;
return;
}
self.(wptXM1014.iMagfld) += 1;
self.(wptXM1014.iCaliberfld) -= 1;
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
self.think = WeaponXM1014_Secondary;
self.nextthink = time + 0.5;
#else
View_PlayAnimation( ANIM_XM1014_INSERT );
#endif
}
void WeaponXM1014_Reload( void ) {
#ifdef SSQC
// Can we reload the gun even if we wanted to?
if ( ( self.(wptXM1014.iMagfld) != wptXM1014.iMagSize ) && ( self.(wptXM1014.iCaliberfld) > 0 ) ) {
self.iMode_XM1014 = 1 - self.iMode_XM1014;
if ( self.iMode_XM1014 == TRUE ) {
self.think = WeaponXM1014_Secondary;
self.nextthink = time + 0.8;
} else {
self.think = WeaponXM1014_ReloadNULL;
}
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.fAttackFinished = time + 0.5;
}
#else
iWeaponMode_XM1014 = 1 - iWeaponMode_XM1014;
if ( iWeaponMode_XM1014 == TRUE ) {
View_PlayAnimation( ANIM_XM1014_RELOAD_START );
} else {
View_PlayAnimation( ANIM_XM1014_RELOAD_END );
}
#endif
}