nuclide/src/shared/cstrike.old/weaponelites.c

139 lines
3.8 KiB
C
Executable File

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
.int iMag_ELITES;
#ifdef SSQC
//.int iMode_ELITES;
#else
int iWeaponMode_ELITES;
#endif
// Weapon Info
weaponinfo_t wptELITES = {
WEAPON_ELITES, // Identifier
SLOT_SECONDARY, // Slot
800, // Price
CALIBER_9MM, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
30, // Clip/MagSize
45, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
0.15, // Attack-Delay
4.6, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iMag_ELITES, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
4, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.05, // Armor penetration ratio
ATYPE_DUALPISTOLS, // Animation Type
SHELL_PISTOL
};
// Anim Table
enum {
ANIM_ELITES_IDLE,
ANIM_ELITES_IDLE_LEFTEMPTY,
ANIM_ELITES_SHOOT_LEFT1,
ANIM_ELITES_SHOOT_LEFT2,
ANIM_ELITES_SHOOT_LEFT3,
ANIM_ELITES_SHOOT_LEFT4,
ANIM_ELITES_SHOOT_LEFT5,
ANIM_ELITES_SHOOT_LEFTLAST,
ANIM_ELITES_SHOOT_RIGHT1,
ANIM_ELITES_SHOOT_RIGHT2,
ANIM_ELITES_SHOOT_RIGHT3,
ANIM_ELITES_SHOOT_RIGHT4,
ANIM_ELITES_SHOOT_RIGHT5,
ANIM_ELITES_SHOOT_RIGHTLAST,
ANIM_ELITES_RELOAD,
ANIM_ELITES_DRAW
};
void WeaponELITES_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
sound( self, CHAN_WEAPON, "weapons/elite_deploy.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
#else
View_PlayAnimation( ANIM_ELITES_DRAW );
#endif
}
void WeaponELITES_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
// Play Sound
sound( self, CHAN_WEAPON, "weapons/elite_fire.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iWeaponMode_ELITES == 0 ) {
if ( getstatf( STAT_CURRENT_MAG ) == 1 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFTLAST );
} else {
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT2 );
} else if ( iRand == 3 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT3 );
} else if ( iRand == 4 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT4 );
} else {
View_PlayAnimation( ANIM_ELITES_SHOOT_LEFT5 );
}
}
} else {
if ( getstatf( STAT_CURRENT_MAG ) == 0 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHTLAST );
} else {
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT2 );
} else if ( iRand == 3 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT3 );
} else if ( iRand == 4 ) {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT4 );
} else {
View_PlayAnimation( ANIM_ELITES_SHOOT_RIGHT5 );
}
}
}
BaseGun_ShotMultiplierHandle( 1 );
iWeaponMode_ELITES = 1 - iWeaponMode_ELITES;
#endif
}
void WeaponELITES_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_ELITES_RELOAD );
iWeaponMode_ELITES = 0;
#endif
}