nuclide/Source/Shared/WeaponBase.c

105 lines
2.8 KiB
C

/*
OpenCS Project
Copyright (C) 2015 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.
*/
// Because padding...
weaponinfo_t wptDEFAULT = { 0, 0, 0, 0, 240, 0, 0, 0, 0, 0.0, 0.0, 0, 0.0, 0.0, iAmmo_9MM, iAmmo_9MM };
weaponinfo_t wptTable[ CS_WEAPON_COUNT ] = {
wptDEFAULT,
wptDEFAULT,
wptUSP45,
wptGLOCK18,
wptDEAGLE,
wptP228,
wptELITES,
wptFIVESEVEN,
wptM3,
wptXM1014,
wptMP5,
wptP90,
wptUMP45,
wptMAC10,
wptTMP,
wptAK47,
wptSG552,
wptM4A1,
wptAUG,
wptSCOUT,
wptAWP,
wptG3SG1,
wptSG550,
wptPARA
};
#ifdef QWSSQC
void OpenCSGunBase_Draw( void ) {
#ifdef QWSSQC
self.iCurrentClip = self.(wptTable[ self.weapon ].iClipfld);
self.iCurrentCaliber = self.(wptTable[ self.weapon ].iCaliberfld);
Client_SendEvent( self, EV_WEAPON_DRAW );
#endif
}
// Returns whether or not to play an animation
float OpenCSGunBase_PrimaryFire( void ) {
#ifdef QWSSQC
// Nothing in the clip anymore? Don't even attempt
if ( ( self.(wptTable[ self.weapon ].iClipfld) - 1 ) < 0 ) {
return FALSE;
}
// Take as many bullets away from the clip as it takes
self.(wptTable[ self.weapon ].iClipfld) -= 1;
self.fAttackFinished = time + wptTable[ self.weapon ].fAttackFinished;
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
return TRUE;
#endif
}
float OpenCSGunBase_Reload( void ) {
#ifdef QWSSQC
// Don't bother reloading the gun when full
if ( self.(wptTable[ self.weapon ].iClipfld) == wptTable[ self.weapon ].iClipSize ) {
return FALSE;
}
// Also don't bother reloading the gun if you've got nothing to reload it with
if ( self.(wptTable[ self.weapon ].iCaliberfld) <= 0 ) {
return FALSE;
}
if ( self.(wptTable[ self.weapon ].iCaliberfld) < wptTable[ self.weapon ].iClipSize ) {
self.(wptTable[ self.weapon ].iClipfld) = self.(wptTable[ self.weapon ].iCaliberfld);
self.(wptTable[ self.weapon ].iCaliberfld) = 0;
} else {
self.(wptTable[ self.weapon ].iClipfld) = wptTable[ self.weapon ].iClipSize;
self.(wptTable[ self.weapon ].iCaliberfld) -= wptTable[ self.weapon ].iClipSize;
}
self.fAttackFinished = time + wptTable[ self.weapon ].fReloadFinished;
Client_SendEvent( self, EV_WEAPON_RELOAD );
return TRUE;
#endif
}
#endif