97 lines
2.5 KiB
C
Executable File
97 lines
2.5 KiB
C
Executable File
/*
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* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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.int iMag_AK47;
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// Weapon Info
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weaponinfo_t wptAK47 = {
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WEAPON_AK47, // Identifier
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SLOT_PRIMARY, // Slot
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2500, // Price
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CALIBER_762MM, // Caliber ID
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0.88, // Max Player Speed
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1, // Bullets Per Shot
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30, // Clip/MagSize
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36, // Damage Per Bullet
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2, // Penetration Multiplier
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8192, // Bullet Range
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0.98, // Range Modifier
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TYPE_AUTO, // Firing Type
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0.0955, // Attack-Delay
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2.4, // Reload-Delay
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iAmmo_762MM, // Caliber Pointer
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iMag_AK47, // Clip Pointer
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200, // Accuracy Divisor
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0.35, // Accuracy Offset
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1.25, // Max Inaccuracy
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4, // Minimum Crosshair Distance
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4, // Crosshair Movement Delta
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1.55, // Armor penetration ratio
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ATYPE_AK47, // Animation Type
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SHELL_RIFLE
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};
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// Anim Table
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enum {
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ANIM_AK47_IDLE,
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ANIM_AK47_RELOAD,
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ANIM_AK47_DRAW,
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ANIM_AK47_SHOOT1,
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ANIM_AK47_SHOOT2,
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ANIM_AK47_SHOOT3
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};
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void WeaponAK47_Draw( void ) {
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#ifdef SSQC
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BaseGun_Draw();
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#else
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View_PlayAnimation( ANIM_AK47_DRAW );
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#endif
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}
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void WeaponAK47_PrimaryFire( void ) {
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#ifdef SSQC
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if ( BaseGun_PrimaryFire() == TRUE ) {
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if ( random() <= 0.5 ) {
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sound( self, CHAN_WEAPON, "weapons/ak47-1.wav", 1, ATTN_NORM );
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} else {
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sound( self, CHAN_WEAPON, "weapons/ak47-2.wav", 1, ATTN_NORM );
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}
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}
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#else
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int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
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View_PlayAnimation( ANIM_AK47_SHOOT1 );
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} else if ( iRand == 2 ) {
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View_PlayAnimation( ANIM_AK47_SHOOT2 );
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} else {
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View_PlayAnimation( ANIM_AK47_SHOOT3 );
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}
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BaseGun_ShotMultiplierHandle( 1 );
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#endif
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}
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void WeaponAK47_Reload( void ) {
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#ifdef SSQC
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if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
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}
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#else
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View_PlayAnimation( ANIM_AK47_RELOAD );
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#endif
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}
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