Merge pull request #14 from nzp-team/MP5K-Adding

Adding the MP5K
This commit is contained in:
Ian 2023-01-02 11:17:20 -05:00 committed by GitHub
commit 501ff14776
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 156 additions and 17 deletions

View file

@ -100,7 +100,7 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
#define W_KILLU 29 //357
#define W_COMPRESSOR 30 // Gewehr
#define W_M1000 31 //garand
//#define W_KOLLIDER 32
#define W_KOLLIDER 32
#define W_PORTER 33 // Ray
#define W_WIDDER 34 // M1A1
#define W_FIW 35 //upgraded flamethrower
@ -122,7 +122,7 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
#define W_PENETRATOR 51 //ptrs
#define W_WIDOW 52 //bar
//#define W_KRAUS 53 //ballistic
#define W_MP5 54
#define W_MP5K 54
#define W_M14 55
#define W_TESLA 56

View file

@ -127,6 +127,10 @@ string(float wep) GetWeaponName =
return "MP40";
case W_AFTERBURNER:
return "The Afterburner";
case W_MP5K:
return "MP5K";
case W_KOLLIDER:
return "MP115 Kollider";
case W_MG:
return "MG42";
case W_BARRACUDA:
@ -254,6 +258,9 @@ float(float wep) GetFiretype =
case W_MP40:
case W_AFTERBURNER:
return 0;
case W_MP5K:
case W_KOLLIDER:
return 0;
case W_MG:
case W_BARRACUDA:
return 0;
@ -436,6 +443,24 @@ float(float wep, float type) getWeaponMultiplier =
case LIMBS_X: return 1;
}
break;
case W_MP5K:
switch (type)
{
case HEAD_X: return 4;
case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
}
break;
case W_KOLLIDER:
switch (type)
{
case HEAD_X: return 5;
case UPPER_TORSO_X: return 1;
case LOWER_TORSO_X: return 1;
case LIMBS_X: return 1;
}
break;
case W_MG:
case W_BARRACUDA:
switch (type)
@ -577,6 +602,10 @@ float(float wep) getWeaponMag =
return 32;
case W_AFTERBURNER:
return 64;
case W_MP5K:
return 30;
case W_KOLLIDER:
return 40;
case W_MG:
return 125;
case W_BARRACUDA:
@ -679,6 +708,10 @@ float(float wep) getWeaponAmmo =
return 192;
case W_AFTERBURNER:
return 192;
case W_MP5K:
return 120;
case W_KOLLIDER:
return 200;
case W_MG:
return 500;
case W_BARRACUDA:
@ -781,6 +814,10 @@ float(float wep) getWeaponDamage =
return 100;
case W_AFTERBURNER:
return 200;
case W_MP5K:
return 100;
case W_KOLLIDER:
return 140;
case W_MG:
return 130;
case W_BARRACUDA:
@ -914,6 +951,11 @@ float(float wep, float penetration_times) getWeaponPenetration =
if (penetration_times >= 2)
return 0;
return 0.8;
case W_MP5K:
case W_KOLLIDER:
if (penetration_times >= 2)
return 0;
return 0.8;
case W_MG:
case W_BARRACUDA:
if (penetration_times >= 3)
@ -1042,6 +1084,10 @@ float(float wep) GetWeaponSpread =
return 5;
case W_AFTERBURNER:
return 5;
case W_MP5K:
return 5;
case W_KOLLIDER:
return 5;
case W_PTRS:
return 15;
case W_PENETRATOR:
@ -1050,8 +1096,6 @@ float(float wep) GetWeaponSpread =
return 5;
case W_SPATZ:
return 5;
case W_MP5:
return 5;
case W_TESLA:
return 5;
case W_M14:
@ -1179,6 +1223,16 @@ float(float wep, float delaytype) getWeaponDelay =
return 2.3;
else if (delaytype == FIRE)
return 0.110;
case W_MP5K:
if (delaytype == RELOAD)
return 3.2;
else if (delaytype == FIRE)
return 0.085;
case W_KOLLIDER:
if (delaytype == RELOAD)
return 3.2;
else if (delaytype == FIRE)
return 0.085;
case W_MG:
if (delaytype == RELOAD)
return 4;
@ -1353,6 +1407,9 @@ vector GetWeaponADSPos(float wep) {
case W_MP40:
case W_AFTERBURNER:
return [-3.79, 5.74, 3.25];
case W_MP5K:
case W_KOLLIDER:
return [-3.19, 5.20, 2.80];
case W_MG:
case W_BARRACUDA:
return [-3.9, 3.5, 1.84];
@ -1436,6 +1493,9 @@ vector GetWeaponADSOfs_PSP(float wep) =
case W_MP40:
case W_AFTERBURNER:
return [-11400, 6700, 0];
case W_MP5K:
case W_KOLLIDER:
return [-10400, 5500, 0];
case W_TYPE:
case W_SAMURAI:
return [-400, -200, 0];
@ -1991,6 +2051,38 @@ float(float wep, float frametype, optional float z) GetFrame =
return 45;
}
break;
case W_MP5K:
case W_KOLLIDER:
switch (frametype)
{
case FIRE_START:
return 2;
case FIRE_END:
return 4;
case RELOAD_START:
return 7;
case RELOAD_END:
return 50;
case SPRINT_IN_START:
return 62;
case SPRINT_IN_END:
return 64;
case SPRINT_OUT_START:
return 65;
case SPRINT_OUT_END:
return 67;
case TAKE_OUT_START:
return 56;
case TAKE_OUT_END:
return 59;
case PUT_OUT_START:
return 52;
case PUT_OUT_END:
return 55;
case RELOAD_CANCEL:
return 33;
}
break;
case W_MG:
case W_BARRACUDA:
switch (frametype)
@ -2383,6 +2475,12 @@ string(float wep, float gorvmodel) GetWeaponModel =
return ("models/weapons/mp40/g_mp40.mdl");
else
return ("models/weapons/mp40/v_mp40.mdl");
case W_MP5K:
case W_KOLLIDER:
if (gorvmodel)
return ("models/weapons/mp5k/g_mp5k.mdl");
else
return ("models/weapons/mp5k/v_mp5k.mdl");
case W_MG:
case W_BARRACUDA:
if (gorvmodel)
@ -2537,6 +2635,9 @@ string(float wep) GetWeaponSound =
case W_MP40:
case W_AFTERBURNER:
return "sounds/weapons/mp40/shoot.wav";
case W_MP5K:
case W_KOLLIDER:
return "sounds/weapons/mp5k/shoot.wav";
case W_MG:
case W_BARRACUDA:
return "sounds/weapons/mg42/shoot.wav";
@ -2612,6 +2713,7 @@ float(float wep) IsPapWeapon = {
case W_M1000:
case W_WIDDER:
case W_AFTERBURNER:
case W_KOLLIDER:
case W_BARRACUDA:
case W_LONGINUS:
case W_REAPER:
@ -2675,6 +2777,8 @@ float(float wep) EqualNonPapWeapon =
return W_M1A1;
case W_AFTERBURNER:
return W_MP40;
case W_KOLLIDER:
return W_MP5K;
case W_BARRACUDA:
return W_MG;
case W_LONGINUS:
@ -2693,8 +2797,6 @@ float(float wep) EqualNonPapWeapon =
return W_TRENCH;
case W_SAMURAI:
return W_TYPE;
case W_MP5:
return W_MP5;
case W_M14:
return W_M14;
case W_CUSTOM2:
@ -2739,6 +2841,8 @@ float(float wep) EqualPapWeapon =
return W_WIDDER;
case W_MP40:
return W_AFTERBURNER;
case W_MP5K:
return W_KOLLIDER;
case W_MG:
return W_BARRACUDA;
case W_PANZER:
@ -2757,8 +2861,6 @@ float(float wep) EqualPapWeapon =
return W_GUT;
case W_TYPE:
return W_SAMURAI;
case W_MP5:
return W_MP5;
case W_TESLA:
return W_DG3;
case W_M14:
@ -2983,6 +3085,16 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
sound (self ,5, "sounds/weapons/mp40/boltback.wav", 1, ATTN_NORM);
}
break;
case W_MP5K:
case W_KOLLIDER:
if (curweaponframe == 16) {
sound (self ,5, "sounds/weapons/mp5k/magout.wav", 1, ATTN_NORM);
} else if (curweaponframe == 31) {
sound (self ,5, "sounds/weapons/mp5k/magin.wav", 1, ATTN_NORM);
} else if (curweaponframe == 39) {
sound (self ,5, "sounds/weapons/mp5k/slap.wav", 1, ATTN_NORM);
}
break;
case W_PANZER:
case W_LONGINUS:
if (curweaponframe == 12) {
@ -3210,6 +3322,13 @@ void(float weptype) precache_extra =
precache_sound ("sounds/weapons/mp40/magin.wav");
precache_sound ("sounds/weapons/mp40/boltback.wav");
break;
case W_MP5K:
case W_KOLLIDER:
precache_sound ("sounds/weapons/mp5k/shoot.wav");
precache_sound ("sounds/weapons/mp5k/magout.wav");
precache_sound ("sounds/weapons/mp5k/magin.wav");
precache_sound ("sounds/weapons/mp5k/slap.wav");
break;
case W_MG:
case W_BARRACUDA:
precache_sound("sounds/weapons/mg42/magout.wav");
@ -3366,6 +3485,12 @@ float(float wep) getWeaponRecoilReturn =
case W_AFTERBURNER:
return 2538;
break;
case W_MP5K:
return 1255;
break;
case W_KOLLIDER:
return 1255;
break;
case W_MG:
return 1778;
break;
@ -3420,9 +3545,6 @@ float(float wep) getWeaponRecoilReturn =
case W_SAMURAI:
return 1813;
break;
case W_MP5:
return 1255;
break;
case W_TESLA:
case W_DG3:
return 1813;
@ -3492,6 +3614,10 @@ float(float weapon, float stance) CrossHairWeapon =
case W_AFTERBURNER:
sprd = 10;
break;
case W_MP5K:
case W_KOLLIDER:
sprd = 10;
break;
case W_MG:
case W_BARRACUDA:
sprd = 20;
@ -3528,9 +3654,6 @@ float(float weapon, float stance) CrossHairWeapon =
case W_SAMURAI:
sprd = 10;
break;
case W_MP5:
sprd = 10;
break;
case W_TESLA:
sprd = 0;
break;
@ -3614,6 +3737,10 @@ float(float weapon, float stance) CrossHairMaxSpread =
case W_AFTERBURNER:
sprd = 25;
break;
case W_MP5K:
case W_KOLLIDER:
sprd = 25;
break;
case W_MG:
case W_BARRACUDA:
sprd = 50;
@ -3650,9 +3777,6 @@ float(float weapon, float stance) CrossHairMaxSpread =
case W_SAMURAI:
sprd = 25;
break;
case W_MP5:
sprd = 25;
break;
case W_TESLA:
sprd = 0;
break;
@ -3742,6 +3866,12 @@ vector(float wep) GetWeaponRecoil =
case W_AFTERBURNER:
kick_change = '44 44 44';
break;
case W_MP5K:
kick_change = '44 44 44';
break;
case W_KOLLIDER:
kick_change = '44 44 44';
break;
case W_TYPE:
kick_change = '44 44 44';
break;
@ -3944,6 +4074,9 @@ vector (float wep) GetWeaponFlash_Offset =
case W_MP40:
case W_AFTERBURNER:
return [11300, -11300, 85000];
case W_MP5K:
case W_KOLLIDER:
return [19300, -15300, 85000];
case W_STG:
case W_SPATZ:
return [14300, -16230, 100000];
@ -4007,6 +4140,9 @@ vector (float wep) GetWeaponFlash_Offset =
case W_MP40:
case W_AFTERBURNER:
return [1570, -21300, 80000];
case W_MP5K:
case W_KOLLIDER:
return [1570, -21300, 80000];
case W_STG:
case W_SPATZ:
return [2500, -30230, 100000];
@ -4076,6 +4212,9 @@ float (float wep) GetWeaponFlash_Size = {
case W_MP40:
case W_AFTERBURNER:
return 14;
case W_MP5K:
case W_KOLLIDER:
return 14;
case W_STG:
case W_SPATZ:
return 16;