nuclide/src/shared/cstrike.old/weaponm3.c

155 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_M3;
#ifdef SSQC
.int iMode_M3;
#else
int iWeaponMode_M3;
#endif
// Weapon Info
weaponinfo_t wptM3 = {
WEAPON_M3, // Identifier
SLOT_PRIMARY, // Slot
1700, // Price
CALIBER_BUCKSHOT, // Caliber ID
0.92, // Max Player Speed
9, // Bullets Per Shot
8, // Clip/MagSize
26, // Damage Per Bullet
1, // Penetration Multiplier
3000, // Bullet Range
0.7, // Range Modifier
TYPE_SEMI, // Firing Type
1.0, // Attack-Delay
3.0, // Reload-Delay
iAmmo_BUCKSHOT, // Caliber Pointer
iMag_M3, // Clip Pointer
200, // Accuracy Divisor
0.35, // Accuracy Offset
1.25, // Max Inaccuracy
8, // Minimum Crosshair Distance
6, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_SHOTGUN, // Animation Type
SHELL_SHOTGUN
};
// Anim Table
enum {
ANIM_M3_IDLE,
ANIM_M3_SHOOT1,
ANIM_M3_SHOOT2,
ANIM_M3_INSERT,
ANIM_M3_RELOAD_END,
ANIM_M3_RELOAD_START,
ANIM_M3_DRAW
};
void WeaponM3_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_M3_DRAW );
#endif
}
void WeaponM3_ReloadNULL( void ) { }
void WeaponM3_PrimaryFire( void ) {
#ifdef SSQC
if ( self.iMode_M3 == TRUE ) {
self.iMode_M3 = 0;
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.think = WeaponM3_ReloadNULL;
self.fAttackFinished = time + 1.0;
return;
}
if ( BaseGun_PrimaryFire() == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/m3-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_M3_SHOOT1 );
} else {
View_PlayAnimation( ANIM_M3_SHOOT2 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
// The gun has no real secondary mode, but part of the reloading uses this function
// mainly for client-side cosmetics. The server doesn't have a function telling
// the client to switch animations (we save 1 byte in networking by reusing this)
void WeaponM3_Reload( void);
void WeaponM3_Secondary( void ) {
#ifdef SSQC
// If it's full or no ammo is left...
if ( (self.(wptM3.iMagfld) == wptM3.iMagSize) || ( self.(wptM3.iCaliberfld) <= 0 ) ) {
self.iMode_M3 = 0;
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.think = WeaponM3_ReloadNULL;
self.fAttackFinished = time + 1.0;
return;
}
self.(wptM3.iMagfld) += 1;
self.(wptM3.iCaliberfld) -= 1;
Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK );
self.think = WeaponM3_Secondary;
self.nextthink = time + 0.5;
#else
View_PlayAnimation( ANIM_M3_INSERT );
#endif
}
void WeaponM3_Reload( void ) {
#ifdef SSQC
// Can we reload the gun even if we wanted to?
if (( self.(wptM3.iMagfld) == wptM3.iMagSize )) {
return;
}
if (self.(wptM3.iCaliberfld) <= 0) {
return;
}
self.iMode_M3 = 1 - self.iMode_M3;
if (self.iMode_M3) {
self.think = WeaponM3_Secondary;
self.nextthink = time + 0.8;
} else {
self.think = WeaponM3_ReloadNULL;
}
Client_SendEvent( self, EV_WEAPON_RELOAD );
self.fAttackFinished = time + 1.0;
#else
iWeaponMode_M3 = 1 - iWeaponMode_M3;
if ( iWeaponMode_M3 == TRUE ) {
View_PlayAnimation( ANIM_M3_RELOAD_START );
} else {
View_PlayAnimation( ANIM_M3_RELOAD_END );
}
#endif
}