Adding the MP5K

adds all the coding for MP5K

to note, some things like the spread, recoil and kick are copied from the MP40, so they may be inaccurate, and might need to be changed in the future
This commit is contained in:
DerpedCrusader 2023-01-01 16:05:47 -07:00
parent 0288bbb38f
commit aec5a0034f
2 changed files with 155 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 0.208;
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)
@ -2526,6 +2624,9 @@ 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";
@ -2664,6 +2765,8 @@ 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:
@ -2682,8 +2785,6 @@ 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:
@ -2728,6 +2829,8 @@ 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:
@ -2746,8 +2849,6 @@ 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:
@ -2972,6 +3073,16 @@ 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) {
@ -3199,6 +3310,13 @@ 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");
@ -3355,6 +3473,12 @@ 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;
@ -3409,9 +3533,6 @@ float(float wep) getWeaponRecoilReturn =
case W_SAMURAI:
return 1813;
break;
case W_MP5:
return 1255;
break;
case W_TESLA:
case W_DG3:
return 1813;
@ -3481,6 +3602,10 @@ 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;
@ -3517,9 +3642,6 @@ float(float weapon, float stance) CrossHairWeapon =
case W_SAMURAI:
sprd = 10;
break;
case W_MP5:
sprd = 10;
break;
case W_TESLA:
sprd = 0;
break;
@ -3603,6 +3725,10 @@ 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;
@ -3639,9 +3765,6 @@ float(float weapon, float stance) CrossHairMaxSpread =
case W_SAMURAI:
sprd = 25;
break;
case W_MP5:
sprd = 25;
break;
case W_TESLA:
sprd = 0;
break;
@ -3731,6 +3854,12 @@ 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;
@ -3933,6 +4062,9 @@ 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];
@ -3996,6 +4128,9 @@ 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];
@ -4065,6 +4200,9 @@ 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;