nuclide/Source/Shared/WeaponP90.c

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/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
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Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
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*/
.int iMag_P90;
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// Weapon Info
weaponinfo_t wptP90 = {
WEAPON_P90, // Identifier
SLOT_PRIMARY, // Slot
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2350, // Price
CALIBER_57MM, // Caliber ID
0.98, // Max Player Speed
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1, // Bullets Per Shot
50, // Clip/MagSize
26, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.84, // Range Modifier
TYPE_AUTO, // Firing Type
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0.07, // Attack-Delay
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3.3, // Reload-Delay
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iAmmo_57MM, // Caliber Pointer
iMag_P90, // Clip Pointer
175, // Accuracy Divisor
0.45, // Accuracy Offset
1.0, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.5, // Armor penetration ratio
ATYPE_MP5, // Animation Type
SHELL_RIFLE
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};
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// Anim Table
enum {
ANIM_P90_IDLE,
ANIM_P90_RELOAD,
ANIM_P90_DRAW,
ANIM_P90_SHOOT1,
ANIM_P90_SHOOT2,
ANIM_P90_SHOOT3
};
void WeaponP90_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
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#else
View_PlayAnimation( ANIM_P90_DRAW );
#endif
}
void WeaponP90_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/p90-1.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
View_PlayAnimation( ANIM_P90_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_P90_SHOOT2 );
} else {
View_PlayAnimation( ANIM_P90_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponP90_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
}
#else
View_PlayAnimation( ANIM_P90_RELOAD );
#endif
}