nuclide/Source/Shared/WeaponG3SG1.c

115 lines
2.9 KiB
C
Executable File

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
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:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
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.
*/
.int iMag_G3SG1;
// Weapon Info
weaponinfo_t wptG3SG1 = {
WEAPON_G3SG1, // Identifier
SLOT_PRIMARY, // Slot
5000, // Price
CALIBER_762MM, // Caliber ID
0.84, // Max Player Speed
1, // Bullets Per Shot
20, // Clip/MagSize
80, // Damage Per Bullet
3, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO, // Firing Type
0.25, // Attack-Delay
4.6, // Reload-Delay
iAmmo_762MM, // Caliber Pointer
iMag_G3SG1, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
6, // Minimum Crosshair Distance
4, // Crosshair Movement Delta
1.65, // Armor penetration ratio
ATYPE_CARBINE, // Animation Type
SHELL_RIFLE
};
// Anim Table
enum {
ANIM_G3SG1_IDLE,
ANIM_G3SG1_SHOOT1,
ANIM_G3SG1_SHOOT2,
ANIM_G3SG1_RELOAD,
ANIM_G3SG1_DRAW
};
void WeaponG3SG1_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_G3SG1_DRAW );
#endif
}
void WeaponG3SG1_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
// Play Sound
dprint("[DEBUG] FIRE!\n");
sound( self, CHAN_WEAPON, "weapons/g3sg1-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_G3SG1_SHOOT1 );
} else {
View_PlayAnimation( ANIM_G3SG1_SHOOT2 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponG3SG1_SecondaryFire( void ) {
#ifdef SSQC
if ( self.viewzoom == 1.0 ) {
self.viewzoom = 0.45;
} else if ( self.viewzoom == 0.45 ) {
self.viewzoom = 0.15;
} else {
self.viewzoom = 1.0;
}
self.fAttackFinished = time + 0.5;
#endif
}
void WeaponG3SG1_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_G3SG1_RELOAD );
#endif
}