nuclide/src/shared/cstrike.old/weaponp90.c

93 lines
2.3 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_P90;
// Weapon Info
weaponinfo_t wptP90 = {
WEAPON_P90, // Identifier
SLOT_PRIMARY, // Slot
2350, // Price
CALIBER_57MM, // Caliber ID
0.98, // Max Player Speed
1, // Bullets Per Shot
50, // Clip/MagSize
26, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.84, // Range Modifier
TYPE_AUTO, // Firing Type
0.07, // Attack-Delay
3.3, // Reload-Delay
iAmmo_57MM, // Caliber Pointer
iMag_P90, // Clip Pointer
175, // Accuracy Divisor
0.45, // Accuracy Offset
1.0, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.5, // Armor penetration ratio
ATYPE_MP5, // Animation Type
SHELL_RIFLE
};
// Anim Table
enum {
ANIM_P90_IDLE,
ANIM_P90_RELOAD,
ANIM_P90_DRAW,
ANIM_P90_SHOOT1,
ANIM_P90_SHOOT2,
ANIM_P90_SHOOT3
};
void WeaponP90_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
View_PlayAnimation( ANIM_P90_DRAW );
#endif
}
void WeaponP90_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
sound( self, CHAN_WEAPON, "weapons/p90-1.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
if ( iRand == 1 ) {
View_PlayAnimation( ANIM_P90_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_P90_SHOOT2 );
} else {
View_PlayAnimation( ANIM_P90_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponP90_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
// Play Sound
}
#else
View_PlayAnimation( ANIM_P90_RELOAD );
#endif
}