2019-08-31 19:18:15 -07:00
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/*
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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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2016-12-01 09:50:48 -08:00
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2016-12-13 11:15:09 -08:00
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.int iMag_P90;
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2016-12-01 09:50:48 -08:00
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// Weapon Info
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weaponinfo_t wptP90 = {
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WEAPON_P90, // Identifier
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SLOT_PRIMARY, // Slot
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2350, // Price
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CALIBER_57MM, // Caliber ID
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2016-12-05 10:06:24 -08:00
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0.98, // Max Player Speed
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1, // Bullets Per Shot
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50, // Clip/MagSize
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26, // Damage Per Bullet
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1, // Penetration Multiplier
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4096, // Bullet Range
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0.84, // Range Modifier
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TYPE_AUTO, // Firing Type
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0.07, // Attack-Delay
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3.3, // Reload-Delay
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iAmmo_57MM, // Caliber Pointer
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iMag_P90, // Clip Pointer
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175, // Accuracy Divisor
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0.45, // Accuracy Offset
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1.0, // Max Inaccuracy
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7, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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1.5, // Armor penetration ratio
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ATYPE_MP5, // 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_P90_IDLE,
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ANIM_P90_RELOAD,
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ANIM_P90_DRAW,
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ANIM_P90_SHOOT1,
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ANIM_P90_SHOOT2,
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ANIM_P90_SHOOT3
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};
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void WeaponP90_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_P90_DRAW );
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#endif
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}
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void WeaponP90_PrimaryFire( void ) {
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#ifdef SSQC
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if ( BaseGun_PrimaryFire() == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/p90-1.wav", 1, ATTN_NORM );
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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_P90_SHOOT1 );
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} else if ( iRand == 2 ) {
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View_PlayAnimation( ANIM_P90_SHOOT2 );
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} else {
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View_PlayAnimation( ANIM_P90_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 WeaponP90_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_P90_RELOAD );
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#endif
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}
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