nuclide/Source/Shared/WeaponM4A1.c

162 lines
4.1 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_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
SHELL_RIFLE
};
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
BaseGun_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 ( BaseGun_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 );
}
}
BaseGun_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 ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
if ( iWeaponMode_M4A1 == TRUE ) {
View_PlayAnimation( ANIM_M4A1_SILENCER_RELOAD );
} else {
View_PlayAnimation( ANIM_M4A1_RELOAD );
}
#endif
}