/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ .int iMag_M4A1; #ifdef SSQC .int iMode_M4A1; #else int iWeaponMode_M4A1; #endif // Weapon Info weaponinfo_t wptM4A1 = { WEAPON_M4A1, // Identifier SLOT_PRIMARY, // Slot 3100, // Price CALIBER_556MM, // Caliber ID 0.92, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 33, // Damage Per Bullet 1, // Penetration Multiplier 8192, // Bullet Range 0.97, // Range Modifier TYPE_AUTO, // Firing Type 0.09, // Attack-Delay 3.1, // Reload-Delay iAmmo_556MM, // Caliber Pointer iMag_M4A1, // Clip Pointer 220, // Accuracy Divisor 0.3, // Accuracy Offset 1.0, // Max Inaccuracy 4, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.4, // Armor penetration ratio ATYPE_RIFLE, // Animation Type SHELL_RIFLE }; enum { ANIM_M4A1_IDLE, ANIM_M4A1_SILENCER_SHOOT1, ANIM_M4A1_SILENCER_SHOOT2, ANIM_M4A1_SILENCER_SHOOT3, ANIM_M4A1_SILENCER_RELOAD, ANIM_M4A1_SILENCER_DRAW, ANIM_M4A1_SILENCER_ADD, ANIM_M4A1_IDLE2, ANIM_M4A1_SHOOT1, ANIM_M4A1_SHOOT2, ANIM_M4A1_SHOOT3, ANIM_M4A1_RELOAD, ANIM_M4A1_DRAW, ANIM_M4A1_SILENCER_REMOVE }; void WeaponM4A1_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_DRAW ); } else { View_PlayAnimation( ANIM_M4A1_DRAW ); } #endif } void WeaponM4A1_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { if ( self.iMode_M4A1 == TRUE ) { sound( self, CHAN_WEAPON, "weapons/m4a1-1.wav", 1, ATTN_NORM ); } else { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-2.wav", 1, ATTN_NORM ); } } } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT1 ); } else { View_PlayAnimation( ANIM_M4A1_SHOOT1 ); } } else if ( iRand == 2 ) { if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT2 ); } else { View_PlayAnimation( ANIM_M4A1_SHOOT2 ); } } else { if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT3 ); } else { View_PlayAnimation( ANIM_M4A1_SHOOT3 ); } } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponM4A1_Secondary( void ) { #ifdef SSQC // Just switch the modes quickly self.iMode_M4A1 = 1 - self.iMode_M4A1; self.fAttackFinished = time + 2; // Tell the client that we switched modes, too Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK ); #else iWeaponMode_M4A1 = 1 - iWeaponMode_M4A1; if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_ADD ); } else { View_PlayAnimation( ANIM_M4A1_SILENCER_REMOVE ); } #endif } void WeaponM4A1_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_RELOAD ); } else { View_PlayAnimation( ANIM_M4A1_RELOAD ); } #endif }