/* * Copyright (c) 2016-2019 Marco Hladik * * 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 }