sfcnr/gamemodes/irresistible/gta/weapon_data.pwn

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/*
* Irresistible Gaming 2018
* Developed by Southclaw
* Module: gta\weapon_data.inc
* Purpose: advanced weapon damage library
*/
#define MAX_WEAPONS (50)
#define MAX_WEAPON_NAME (17)
#if defined __WEAPONDAMAGEINC__
#endinput
#endif
#define __WEAPONDAMAGEINC__
enum
{
WEAPON_VEHICLE_BULLET = WEAPON_PARACHUTE + 1,
WEAPON_VEHICLE_EXPLOSIVE,
WEAPON_VEHICLE_COLLISION
}
enum E_WEAPON_DATA
{
weapon_name[MAX_WEAPON_NAME], // A
weapon_model, // B
weapon_magSize, // C
weapon_slot, // D
Float: weapon_minDmg, // E
Float: weapon_maxDmg, // F
Float: weapon_minRange, // G
Float: weapon_maxRange, // H
Float: weapon_shotInterval, // I
Float: weapon_rangeCap // J
}
stock const WeaponData[MAX_WEAPONS][E_WEAPON_DATA]=
{
// A B C D E F G H I J
{"Fist", 000, 1, 0, 1.5, 5.0, 0.0, 2.0, 0.0, 1.6}, // 0
{"Knuckle Duster", 331, 1, 1, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 1
{"Golf Club", 333, 1, 1, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 2
{"Baton", 334, 1, 1, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 3
{"Knife", 335, 1, 1, 26.0, 26.0, 0.0, 1.6, 0.0, 1.6}, // 4
{"Baseball Bat", 336, 1, 1, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 5
{"Spade", 337, 1, 1, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 6
{"Pool Cue", 338, 1, 1, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 7
{"Katana", 339, 1, 1, 24.0, 31.5, 0.0, 2.0, 0.0, 1.6}, // 8
{"Chainsaw", 341, 1, 1, 24.5, 50.0, 0.0, 2.0, 0.0, 1.6}, // 9
// A B C D E F G H I J
{"Dildo", 321, 1, 10, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 10
{"Dildo", 322, 1, 10, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 11
{"Dildo", 323, 1, 10, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 12
{"Dildo", 324, 1, 10, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 13
{"Flowers", 325, 1, 10, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 14
{"Cane", 326, 1, 10, 0.5, 1.0, 0.0, 2.0, 0.0, 1.6}, // 15
// A B C D E F G H I J
{"Grenade", 342, 1, 8, 50.0, 100.0, 0.0, 2.0, 0.0, 40.0}, // 16
{"Teargas", 343, 1, 8, 0.0, 0.0, 0.0, 2.0, 0.0, 40.0}, // 17
{"Molotov", 344, 1, 8, 0.1, 0.1, 0.0, 1.0, 0.0, 40.0}, // 18
{"<null>", 000, 0, 0, 0.0, 0.0, 0.0, 2.0, 0.0, 0.0}, // 19
{"<null>", 000, 0, 0, 0.0, 0.0, 0.0, 2.0, 0.0, 0.0}, // 20
{"<null>", 000, 0, 0, 0.0, 0.0, 0.0, 2.0, 0.0, 0.0}, // 21
// A B C D E F G H I J
{"9mm Pistol", 346, 10, 2, 21.0, 24.0, 10.0, 30.0, 164.83, 35.0}, // 22
{"Silenced Pistol", 347, 10, 2, 25.0, 26.0, 10.0, 25.0, 166.61, 35.0}, // 23
{"Desert Eagle", 348, 7, 2, 20.0, 30.0, 12.0, 35.0, 82.54, 35.0}, // 24
// A B C D E F G H I J
{"Shotgun", 349, 6, 3, 15.0, 54.0, 11.0, 35.0, 56.40, 40.0}, // 25
{"Sawn-off Shotgun",350, 2, 3, 5.0, 48.0, 5.0, 24.0, 196.07, 35.0}, // 26
{"Spas 12", 351, 7, 3, 16.0, 31.0, 14.0, 40.0, 179.10, 40.0}, // 27
// A B C D E F G H I J
{"Mac 10", 352, 36, 4, 12.0, 20.0, 10.0, 35.0, 461.26, 35.0}, // 28
{"MP5", 353, 30, 4, 12.0, 24.0, 9.0, 38.0, 554.98, 45.0}, // 29
{"AK-47", 355, 30, 5, 18.0, 24.0, 11.0, 39.0, 474.47, 70.0}, // 30
{"M4", 356, 30, 5, 16.0, 24.0, 13.0, 46.0, 490.59, 90.0}, // 31
{"Tec 9", 372, 30, 4, 10.0, 20.0, 10.0, 25.0, 447.48, 35.0}, // 32
// A B C D E F G H I J
{"Rifle", 357, 5, 6, 45.0, 60.0, 30.0, 100.0, 55.83, 100.0}, // 33
{"Sniper", 358, 5, 6, 45.0, 65.0, 30.0, 100.0, 55.67, 100.0}, // 34 [Jul 1 2015] Sniper max dmg (F) changed from 60 to 65
// A B C D E F G H I J
{"RPG", 359, 1, 7, 100.0, 100.0, 1.0, 30.0, 0.0, 55.0}, // 35
{"Heatseeker", 360, 1, 7, 100.0, 100.0, 1.0, 30.0, 0.0, 55.0}, // 36
{"Flamer", 361, 100, 7, 10.1, 15.1, 1.0, 5.0, 2974.95, 5.1}, // 37
{"Minigun", 362, 100, 7, 1.1, 2.0, 1.0, 60.0, 2571.42, 75.0}, // 38
// A B C D E F G H I J
{"Remote Bomb", 363, 1, 8, 5.0, 20.0, 10.0, 50.0, 0.0, 40.0}, // 39
{"Detonator", 364, 1, 12, 0.0, 0.0, 0.0, 0.0, 0.0, 25.0}, // 40
{"Spray Paint", 365, 500, 9, 0.0, 0.1, 0.0, 2.0, 0.0, 6.1}, // 41
{"Extinguisher", 366, 500, 9, 0.0, 0.0, 0.0, 2.0, 0.0, 10.1}, // 42
{"Camera", 367, 36, 9, 0.0, 0.0, 0.0, 0.0, 0.0, 100.0}, // 43
{"Night Vision", 000, 1, 11, 0.0, 0.0, 0.0, 0.0, 0.0, 100.0}, // 44
{"Thermal Vision", 000, 1, 11, 0.0, 0.0, 0.0, 0.0, 0.0, 100.0}, // 45
{"Parachute", 371, 1, 11, 0.0, 0.0, 0.0, 0.0, 0.0, 50.0}, // 46
// A B C D E F G H I J
{"Vehicle Gun", 000, 0, 0, 3.0, 7.0, 0.0, 50.0, 0.0, 50.0}, // 47
{"Vehicle Bomb", 000, 0, 0, 50.0, 50.0, 0.0, 50.0, 0.0, 50.0}, // 48
{"Vehicle", 000, 0, 0, 20.0, 30.0, 0.0, 10.0, 0.0, 25.0} // 49 Should be scripted to be based on velocity.
};
#define GetWeaponName GetWeaponName_New
stock GetWeaponName_New(weaponid, string[], size = sizeof(string))
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0;
string[0] = EOS;
strcat(string, WeaponData[weaponid][weapon_name], size);
return 1;
}
stock GetWeaponModel(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0;
return WeaponData[weaponid][weapon_model];
}
stock GetWeaponMagSize(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0;
return WeaponData[weaponid][weapon_magSize];
}
stock GetWeaponSlot(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0;
return WeaponData[weaponid][weapon_slot];
}
stock Float:GetWeaponMinDamage(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0.0;
return WeaponData[weaponid][weapon_minDmg];
}
stock Float:GetWeaponMaxDamage(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0.0;
return WeaponData[weaponid][weapon_maxDmg];
}
stock Float:GetWeaponMinRange(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0.0;
return WeaponData[weaponid][weapon_minRange];
}
stock Float:GetWeaponMaxRange(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0.0;
return WeaponData[weaponid][weapon_maxRange];
}
stock Float:GetWeaponShotInterval(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0.0;
return WeaponData[weaponid][weapon_shotInterval];
}
stock Float:GetWeaponRangeCap(weaponid)
{
if(!(0 <= weaponid < MAX_WEAPONS))
return 0.0;
return WeaponData[weaponid][weapon_rangeCap];
}
stock Float:GetWeaponDamageFromDistance(weaponid, Float:distance)
{
if(distance < WeaponData[weaponid][weapon_minRange])
return WeaponData[weaponid][weapon_maxDmg];
if(distance > WeaponData[weaponid][weapon_maxRange])
return WeaponData[weaponid][weapon_minDmg];
return ((WeaponData[weaponid][weapon_minDmg]-WeaponData[weaponid][weapon_maxDmg]) / (WeaponData[weaponid][weapon_maxRange]-WeaponData[weaponid][weapon_minRange])) * (distance - WeaponData[weaponid][weapon_maxRange]) + WeaponData[weaponid][weapon_minDmg];
}