mirror of
https://github.com/nzp-team/quakec.git
synced 2024-12-11 05:00:52 +00:00
4965 lines
109 KiB
C++
4965 lines
109 KiB
C++
/*
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shared/weapon_stats.qc
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all weapon stats are stored here
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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string(float wep) GetWeaponName =
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{
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switch (wep)
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{
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case W_COLT:
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return "Colt M1911";
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case W_BIATCH:
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return "Mustang & Sally";
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case W_KAR:
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return "Kar 98k";
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case W_ARMAGEDDON:
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return "Armageddon";
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case W_THOMPSON:
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return "Thompson";
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case W_GIBS:
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return "Gibs-O-Matic";
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case W_357:
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return ".357 Magnum";
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case W_KILLU:
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return ".357 Plus 1 K1L-u";
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case W_BAR:
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return "BAR";
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case W_WIDOW:
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return "The Widow Maker";
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case W_BK:
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return "Ballistic Knife";
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case W_KRAUS:
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return "The Krauss Refibrillator";
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case W_BROWNING:
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return "Browning M1919";
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case W_ACCELERATOR:
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return "B115 Accelerator";
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case W_DB:
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return "Double-Barreled Shotgun";
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case W_BORE:
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return "24 Bore Long Range";
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case W_FG:
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return "FG42";
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case W_IMPELLER:
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return "420 Impeller";
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case W_GEWEHR:
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return "Gewehr 43";
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case W_COMPRESSOR:
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return "G115 Compressor";
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case W_KAR_SCOPE:
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return "Scoped Kar 98k";
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case W_HEADCRACKER:
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return "Headcracker";
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case W_M1:
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return "M1 Garand";
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case W_M1000:
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return "M1000";
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case W_M1A1:
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return "M1A1 Carbine";
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case W_WIDDER:
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return "Widdershins RC-1";
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case W_M2:
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return "M2 Flamethrower";
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case W_FIW:
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return "F1W Nitrogen Cooled";
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case W_MP40:
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return "MP40";
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case W_AFTERBURNER:
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return "The Afterburner";
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case W_MP5K:
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return "MP5K";
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case W_KOLLIDER:
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return "MP115 Kollider";
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case W_MG:
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return "MG42";
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case W_BARRACUDA:
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return "Barracuda FU-A11";
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case W_PANZER:
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return "Panzerschrek";
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case W_LONGINUS:
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return "Longinus";
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case W_PPSH:
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return "PPSh-41";
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case W_REAPER:
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return "The Reaper";
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case W_PTRS:
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return "PTRS-41";
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case W_PENETRATOR:
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return "The Penetrator";
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case W_RAY:
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return "Ray Gun";
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case W_PORTER:
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return "Porter's X2 Ray Gun";
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case W_SAWNOFF:
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return "Sawed-Off Shotgun";
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case W_SNUFF:
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return "The Snuff Box";
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case W_STG:
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return "STG-44";
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case W_SPATZ:
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return "Spatz-447 +";
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case W_TRENCH:
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return "M1897 Trench Gun";
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case W_GUT:
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return "Gut Shot";
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case W_TYPE:
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return "Type 100";
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case W_SAMURAI:
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return "1001 Samurais";
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case W_BOWIE:
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return "Bowie Knife";
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case W_GRENADE:
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return "Grenades";
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case W_BETTY:
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return "Bouncing Betty";
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case W_TESLA:
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return "Wunderwaffe DG-2";
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case W_DG3:
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return "Wunderwaffe DG-3 JZ";
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case W_SPRING:
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return "Springfield";
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case W_PULVERIZER:
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return "Pulverizer";
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default:
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return " ";
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}
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}
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string(float perk) GetPerkName =
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{
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switch (perk)
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{
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case 1:
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return "Quick Revive";
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case 2:
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return "Juggernog";
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case 3:
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return "Speed Cola";
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case 4:
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return "Double Tap";
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case 5:
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return "Stamin-Up";
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case 6:
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return "PhD Flopper";
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case 7:
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return "Deadshot Daiquiri";
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case 8:
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return "Mule Kick";
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default:
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return "NULL";
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}
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}
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float(float wep) GetFiretype =
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{
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switch (wep)
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{
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case W_COLT:
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return FIRETYPE_SEMIAUTO;
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case W_BIATCH:
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return FIRETYPE_GRENADE;
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case W_KAR:
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return FIRETYPE_SEMIAUTO;
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case W_ARMAGEDDON:
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return FIRETYPE_SEMIAUTO;
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case W_SPRING:
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return FIRETYPE_SEMIAUTO;
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case W_PULVERIZER:
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return FIRETYPE_SEMIAUTO;
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case W_THOMPSON:
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case W_GIBS:
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return FIRETYPE_FULLAUTO;
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case W_357:
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case W_KILLU:
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return FIRETYPE_SEMIAUTO;
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case W_BAR:
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case W_WIDOW:
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return FIRETYPE_FULLAUTO;
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case W_BROWNING:
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case W_ACCELERATOR:
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return FIRETYPE_FULLAUTO;
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case W_DB:
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case W_BORE:
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return FIRETYPE_SEMIAUTO;
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case W_FG:
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case W_IMPELLER:
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return FIRETYPE_FULLAUTO;
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case W_GEWEHR:
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case W_COMPRESSOR:
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return FIRETYPE_SEMIAUTO;
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case W_KAR_SCOPE:
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return FIRETYPE_SEMIAUTO;
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case W_HEADCRACKER:
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return FIRETYPE_FULLAUTO;
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case W_M1:
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case W_M1000:
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return FIRETYPE_SEMIAUTO;
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case W_M1A1:
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return FIRETYPE_SEMIAUTO;
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case W_WIDDER:
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return FIRETYPE_FULLAUTO;
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case W_M2:
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case W_FIW:
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return FIRETYPE_FLAME;
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case W_MP40:
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case W_AFTERBURNER:
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return FIRETYPE_FULLAUTO;
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case W_MP5K:
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case W_KOLLIDER:
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return FIRETYPE_FULLAUTO;
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case W_MG:
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case W_BARRACUDA:
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return FIRETYPE_FULLAUTO;
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case W_PANZER:
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case W_LONGINUS:
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return FIRETYPE_ROCKET;
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case W_PPSH:
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case W_REAPER:
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return FIRETYPE_FULLAUTO;
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case W_PTRS:
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case W_PENETRATOR:
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return FIRETYPE_FULLAUTO;
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case W_RAY:
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case W_PORTER:
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return FIRETYPE_RAYBEAM;
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case W_SAWNOFF:
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case W_SNUFF:
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return FIRETYPE_SEMIAUTO;
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case W_STG:
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case W_SPATZ:
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return FIRETYPE_FULLAUTO;
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case W_TRENCH:
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case W_GUT:
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return FIRETYPE_SEMIAUTO;
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case W_TYPE:
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case W_SAMURAI:
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return FIRETYPE_FULLAUTO;
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case W_TESLA:
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case W_DG3:
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return FIRETYPE_TESLA;
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}
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return 0;
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}
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#define HEAD_X 0
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#define UPPER_TORSO_X 1
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#define LOWER_TORSO_X 2
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#define LIMBS_X 3
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float(float wep, float type) getWeaponMultiplier =
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{
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switch (wep)
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{
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case W_COLT:
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switch (type)
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{
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case HEAD_X: return 3;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 0.8;
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case LIMBS_X: return 0.8;
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}
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break;
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case W_KAR:
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switch (type)
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{
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case HEAD_X: return 3.5;
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case UPPER_TORSO_X: return 1.8;
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case LOWER_TORSO_X: return 1.7;
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case LIMBS_X: return 0.7;
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}
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break;
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case W_ARMAGEDDON:
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switch (type)
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{
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case HEAD_X: return 10;
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case UPPER_TORSO_X: return 6;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_SPRING:
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switch (type)
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{
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case HEAD_X: return 2;
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case UPPER_TORSO_X: return 1.2;
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case LOWER_TORSO_X: return 0.9;
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case LIMBS_X: return 0.8;
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}
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break;
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case W_PULVERIZER:
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switch (type)
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{
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case HEAD_X: return 8;
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case UPPER_TORSO_X: return 5;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_THOMPSON:
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switch (type)
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{
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case HEAD_X: return 4;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_GIBS:
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switch (type)
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{
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case HEAD_X: return 5;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_357:
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switch (type)
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{
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case HEAD_X: return 1.5;
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case UPPER_TORSO_X: return 1.1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_KILLU:
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switch (type)
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{
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case HEAD_X: return 3;
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case UPPER_TORSO_X: return 1.5;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_BAR:
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case W_WIDOW:
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switch (type)
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{
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case HEAD_X: return 2.7;
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case UPPER_TORSO_X: return 1.8;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1.5;
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}
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break;
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case W_BROWNING:
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case W_ACCELERATOR:
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switch (type)
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{
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case HEAD_X: return 3;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_FG:
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case W_IMPELLER:
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switch (type)
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{
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case HEAD_X: return 2.7;
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case UPPER_TORSO_X: return 2;
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case LOWER_TORSO_X: return 1.5;
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case LIMBS_X: return 1.5;
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}
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break;
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case W_GEWEHR:
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switch (type)
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{
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case HEAD_X: return 2.7;
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case UPPER_TORSO_X: return 1.25;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_COMPRESSOR:
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switch (type)
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{
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case HEAD_X: return 6;
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case UPPER_TORSO_X: return 2;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_KAR_SCOPE:
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case W_HEADCRACKER:
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switch (type)
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{
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case HEAD_X: return 10;
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case UPPER_TORSO_X: return 1.5;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_M1:
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switch (type)
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{
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case HEAD_X: return 2.7;
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case UPPER_TORSO_X: return 1.25;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 0.7;
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}
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break;
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case W_M1000:
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switch (type)
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{
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case HEAD_X: return 6;
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case UPPER_TORSO_X: return 2;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_M1A1:
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switch (type)
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{
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case HEAD_X: return 2.7;
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case UPPER_TORSO_X: return 1.25;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 0.7;
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}
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break;
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case W_WIDDER:
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switch (type)
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{
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case HEAD_X: return 6;
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case UPPER_TORSO_X: return 2;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_MP40:
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switch (type)
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{
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case HEAD_X: return 4;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_AFTERBURNER:
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switch (type)
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{
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case HEAD_X: return 5;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_MP5K:
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switch (type)
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{
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case HEAD_X: return 4;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_KOLLIDER:
|
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switch (type)
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{
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case HEAD_X: return 5;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_MG:
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case W_BARRACUDA:
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switch (type)
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{
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case HEAD_X: return 3;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_PPSH:
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case W_REAPER:
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switch (type)
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{
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case HEAD_X: return 4;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_PTRS:
|
|
switch (type)
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{
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case HEAD_X: return 3;
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case UPPER_TORSO_X: return 2.25;
|
|
case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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|
}
|
|
break;
|
|
case W_PENETRATOR:
|
|
switch (type)
|
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{
|
|
case HEAD_X: return 3;
|
|
case UPPER_TORSO_X: return 3;
|
|
case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
|
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break;
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case W_STG:
|
|
switch (type)
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{
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case HEAD_X: return 4;
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case UPPER_TORSO_X: return 1;
|
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 0.8;
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}
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break;
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case W_SPATZ:
|
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switch (type)
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{
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case HEAD_X: return 5;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 0.8;
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}
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break;
|
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case W_TYPE:
|
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switch (type)
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{
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case HEAD_X: return 4;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
|
|
break;
|
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case W_SAMURAI:
|
|
switch (type)
|
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{
|
|
case HEAD_X: return 5.5;
|
|
case UPPER_TORSO_X: return 1;
|
|
case LOWER_TORSO_X: return 1;
|
|
case LIMBS_X: return 1;
|
|
}
|
|
break;
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
switch (type)
|
|
{
|
|
case HEAD_X: return 2;
|
|
case UPPER_TORSO_X: return 1;
|
|
case LOWER_TORSO_X: return 1;
|
|
case LIMBS_X: return 1;
|
|
}
|
|
break;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
float(float wep) getWeaponMag =
|
|
{
|
|
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
return 8;
|
|
case W_BIATCH:
|
|
return 6;
|
|
case W_KAR:
|
|
return 5;
|
|
case W_ARMAGEDDON:
|
|
return 8;
|
|
case W_SPRING:
|
|
return 5;
|
|
case W_PULVERIZER:
|
|
return 8;
|
|
case W_THOMPSON:
|
|
return 20;
|
|
case W_GIBS:
|
|
return 40;
|
|
case W_357:
|
|
case W_KILLU:
|
|
return 6;
|
|
case W_BAR:
|
|
return 20;
|
|
case W_WIDOW:
|
|
return 30;
|
|
case W_BROWNING:
|
|
return 125;
|
|
case W_ACCELERATOR:
|
|
return 125;
|
|
case W_DB:
|
|
case W_BORE:
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
return 2;
|
|
case W_FG:
|
|
return 32;
|
|
case W_IMPELLER:
|
|
return 64;
|
|
case W_GEWEHR:
|
|
return 12;
|
|
case W_COMPRESSOR:
|
|
return 10;
|
|
case W_KAR_SCOPE:
|
|
return 5;
|
|
case W_HEADCRACKER:
|
|
return 10;
|
|
case W_M1:
|
|
return 8;
|
|
case W_M1000:
|
|
return 12;
|
|
case W_M1A1:
|
|
return 15;
|
|
case W_WIDDER:
|
|
return 15;
|
|
case W_M2:
|
|
return 200;
|
|
case W_FIW:
|
|
return 400;
|
|
case W_MP40:
|
|
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:
|
|
return 125;
|
|
case W_PANZER:
|
|
return 1;
|
|
case W_LONGINUS:
|
|
return 3;
|
|
case W_PPSH:
|
|
return 71;
|
|
case W_REAPER:
|
|
return 115;
|
|
case W_PTRS:
|
|
return 5;
|
|
case W_PENETRATOR:
|
|
return 8;
|
|
case W_RAY:
|
|
return 20;
|
|
case W_PORTER:
|
|
return 40;
|
|
case W_STG:
|
|
return 30;
|
|
case W_SPATZ:
|
|
return 60;
|
|
case W_TRENCH:
|
|
return 6;
|
|
case W_GUT:
|
|
return 10;
|
|
case W_TYPE:
|
|
return 30;
|
|
case W_SAMURAI:
|
|
return 60;
|
|
case W_TESLA:
|
|
return 3;
|
|
case W_DG3:
|
|
return 6;
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
float(float wep) getWeaponAmmo =
|
|
{
|
|
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
return 80;
|
|
case W_BIATCH:
|
|
return 50;
|
|
case W_KAR:
|
|
return 50;
|
|
case W_ARMAGEDDON:
|
|
return 60;
|
|
case W_SPRING:
|
|
return 50;
|
|
case W_PULVERIZER:
|
|
return 60;
|
|
case W_THOMPSON:
|
|
return 200;
|
|
case W_GIBS:
|
|
return 250;
|
|
case W_357:
|
|
case W_KILLU:
|
|
return 80;
|
|
case W_BAR:
|
|
return 140;
|
|
case W_WIDOW:
|
|
return 180;
|
|
case W_BROWNING:
|
|
return 500;
|
|
case W_ACCELERATOR:
|
|
return 750;
|
|
case W_DB:
|
|
case W_SAWNOFF:
|
|
case W_BORE:
|
|
return 60;
|
|
case W_FG:
|
|
return 192;
|
|
case W_IMPELLER:
|
|
return 400;
|
|
case W_GEWEHR:
|
|
return 120;
|
|
case W_COMPRESSOR:
|
|
return 170;
|
|
case W_KAR_SCOPE:
|
|
return 50;
|
|
case W_HEADCRACKER:
|
|
return 100;
|
|
case W_M1:
|
|
return 128;
|
|
case W_M1000:
|
|
return 150;
|
|
case W_M1A1:
|
|
return 120;
|
|
case W_WIDDER:
|
|
return 150;
|
|
case W_M2:
|
|
case W_FIW:
|
|
return 0;
|
|
case W_MP40:
|
|
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:
|
|
return 750;
|
|
case W_PANZER:
|
|
return 20;
|
|
case W_LONGINUS:
|
|
return 30;
|
|
case W_PPSH:
|
|
return 355;
|
|
case W_REAPER:
|
|
return 700;
|
|
case W_PTRS:
|
|
return 60;
|
|
case W_PENETRATOR:
|
|
return 60;
|
|
case W_RAY:
|
|
return 160;
|
|
case W_PORTER:
|
|
return 200;
|
|
case W_SNUFF:
|
|
return 60;
|
|
case W_STG:
|
|
return 180;
|
|
case W_SPATZ:
|
|
return 300;
|
|
case W_TRENCH:
|
|
return 60;
|
|
case W_GUT:
|
|
return 60;
|
|
case W_TYPE:
|
|
return 160;
|
|
case W_SAMURAI:
|
|
return 220;
|
|
case W_TESLA:
|
|
return 15;
|
|
case W_DG3:
|
|
return 30;
|
|
case W_BK:
|
|
return 4;
|
|
case W_KRAUS:
|
|
return 9;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
float(float wep) getWeaponDamage =
|
|
{
|
|
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
return 20;
|
|
case W_BIATCH:
|
|
return 1000;
|
|
case W_KAR:
|
|
return 100;
|
|
case W_ARMAGEDDON:
|
|
return 200;
|
|
case W_SPRING:
|
|
return 105;
|
|
case W_PULVERIZER:
|
|
return 210;
|
|
case W_THOMPSON:
|
|
return 120;
|
|
case W_GIBS:
|
|
return 200;
|
|
case W_357:
|
|
case W_KILLU:
|
|
return 1000;
|
|
case W_BAR:
|
|
return 100;
|
|
case W_WIDOW:
|
|
return 200;
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
return 130;
|
|
case W_DB:
|
|
case W_SAWNOFF:
|
|
return 200;
|
|
case W_BORE:
|
|
return 380;
|
|
case W_FG:
|
|
return 100;
|
|
case W_IMPELLER:
|
|
return 110;
|
|
case W_GEWEHR:
|
|
return 90;
|
|
case W_COMPRESSOR:
|
|
return 200;
|
|
case W_KAR_SCOPE:
|
|
return 800;
|
|
case W_HEADCRACKER:
|
|
return 1000;
|
|
case W_M1:
|
|
return 105;
|
|
case W_M1000:
|
|
return 200;
|
|
case W_M1A1:
|
|
return 120;
|
|
case W_WIDDER:
|
|
return 200;
|
|
case W_MP40:
|
|
return 100;
|
|
case W_AFTERBURNER:
|
|
return 200;
|
|
case W_MP5K:
|
|
return 100;
|
|
case W_KOLLIDER:
|
|
return 140;
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
return 130;
|
|
case W_PANZER:
|
|
return 600;
|
|
case W_LONGINUS:
|
|
return 1000;
|
|
case W_PPSH:
|
|
return 100;
|
|
case W_REAPER:
|
|
return 150;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
return 1000;
|
|
case W_RAY:
|
|
return 1000;
|
|
case W_PORTER:
|
|
return 1000;
|
|
case W_SNUFF:
|
|
return 240;
|
|
case W_STG:
|
|
return 100;
|
|
case W_SPATZ:
|
|
return 150;
|
|
case W_TRENCH:
|
|
return 160;
|
|
case W_GUT:
|
|
return 240;
|
|
case W_TYPE:
|
|
return 100;
|
|
case W_SAMURAI:
|
|
return 200;
|
|
case W_BK:
|
|
return 500;
|
|
case W_KRAUS:
|
|
return 1000;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
float(float wep) GetWeaponShotcount =
|
|
{
|
|
|
|
switch(wep)
|
|
{
|
|
case W_DB:
|
|
return 8;
|
|
case W_BORE:
|
|
return 10;
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
return 8;
|
|
case W_TRENCH:
|
|
return 8;
|
|
case W_GUT:
|
|
return 10;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
float(float wep, float penetration_times) getWeaponPenetration =
|
|
{
|
|
if (!penetration_times)
|
|
return 2;
|
|
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
case W_BIATCH:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.75;
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
return 1;
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
return 1;
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.8;
|
|
case W_357:
|
|
case W_KILLU:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
return 1;
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
return 1;
|
|
case W_DB:
|
|
case W_BORE:
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
return 0.5;
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.9;
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.9;
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
return 1;
|
|
case W_M1:
|
|
case W_M1000:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.9;
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.9;
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
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)
|
|
return 0;
|
|
return 1;
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.75;
|
|
case W_PTRS:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
return 1;
|
|
case W_PENETRATOR:
|
|
if (penetration_times >= 5)
|
|
return 0;
|
|
return 1;
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.8;
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
if (penetration_times >= 3)
|
|
return 0;
|
|
return 0.7;
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
if (penetration_times >= 2)
|
|
return 0;
|
|
return 0.8;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
float(float wep, float delaytype) getWeaponDelay =
|
|
{
|
|
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
if (delaytype == RELOAD)
|
|
return 1.9;
|
|
else if (delaytype == FIRE)
|
|
return 0.100;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_BIATCH:
|
|
if (delaytype == RELOAD)
|
|
return 1.66;
|
|
else if (delaytype == FIRE)
|
|
return 0.225;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.15;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.60;
|
|
case W_ARMAGEDDON:
|
|
case W_KAR:
|
|
if (delaytype == RELOAD)
|
|
return 2.5;
|
|
else if (delaytype == FIRE)
|
|
return 0.3;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.25;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.5;
|
|
case W_PULVERIZER:
|
|
case W_SPRING:
|
|
if (delaytype == RELOAD)
|
|
return 2.25;
|
|
else if (delaytype == FIRE)
|
|
return 0.33;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.45;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
if (delaytype == RELOAD)
|
|
return 2.1;
|
|
else if (delaytype == FIRE) {
|
|
if (wep == W_THOMPSON)
|
|
return 0.085;
|
|
return 0.07;
|
|
}
|
|
else if (delaytype == PUTOUT)
|
|
return 0.5;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.35;
|
|
case W_357:
|
|
case W_KILLU:
|
|
if (delaytype == RELOAD)
|
|
return 3;
|
|
else if (delaytype == FIRE)
|
|
return 0.4;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.6;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_BAR:
|
|
if (delaytype == RELOAD)
|
|
return 2.75;
|
|
else if (delaytype == FIRE)
|
|
return 0.17;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.55;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.65;
|
|
case W_WIDOW:
|
|
if (delaytype == RELOAD)
|
|
return 2.75;
|
|
else if (delaytype == FIRE)
|
|
return 0.11;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.55;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.65;
|
|
case W_BROWNING:
|
|
if (delaytype == RELOAD_EMP)
|
|
return 2;
|
|
else if (delaytype == RELOAD_PAR)
|
|
return 3;
|
|
else if (delaytype == RELOAD)
|
|
return 4.0;
|
|
else if (delaytype == FIRE)
|
|
return 0.104;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.75;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.75;
|
|
case W_ACCELERATOR:
|
|
if (delaytype == RELOAD_EMP)
|
|
return 2;
|
|
if (delaytype == RELOAD_PAR)
|
|
return 3;
|
|
if (delaytype == RELOAD)
|
|
return 4;
|
|
else if (delaytype == FIRE)
|
|
return 0.088;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.75;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.75;
|
|
case W_DB:
|
|
if (delaytype == RELOAD)
|
|
return 3;
|
|
else if (delaytype == FIRE)
|
|
return 0.5;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.5;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.65;
|
|
case W_BORE:
|
|
if (delaytype == RELOAD)
|
|
return 2.5;
|
|
else if (delaytype == FIRE)
|
|
return 0.5;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.5;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.65;
|
|
case W_FG:
|
|
if (delaytype == RELOAD)
|
|
return 2.75;
|
|
else if (delaytype == FIRE)
|
|
return 0.075;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.45;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.6;
|
|
case W_IMPELLER:
|
|
if (delaytype == RELOAD)
|
|
return 2.75;
|
|
else if (delaytype == FIRE)
|
|
return 0.068;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.45;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.6;
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
if (delaytype == RELOAD)
|
|
return 3;
|
|
else if (delaytype == FIRE)
|
|
return 0.200;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.9;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.65;
|
|
case W_M1:
|
|
case W_M1000:
|
|
if (delaytype == RELOAD_EMP)
|
|
return 0.4;
|
|
if (delaytype == RELOAD_PAR)
|
|
return 1.4;
|
|
if (delaytype == RELOAD)
|
|
return 1.4;
|
|
else if (delaytype == FIRE)
|
|
return 0.275;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.35;
|
|
case W_M1A1:
|
|
if (delaytype == RELOAD)
|
|
return 2.9;
|
|
else if (delaytype == FIRE)
|
|
return 0.220;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.5;
|
|
case W_WIDDER:
|
|
if (delaytype == RELOAD)
|
|
return 2.9;
|
|
else if (delaytype == FIRE)
|
|
return 0.150;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.5;
|
|
case W_M2:
|
|
case W_FIW:
|
|
if (delaytype == RELOAD)
|
|
return 2.7;
|
|
else if (delaytype == FIRE)
|
|
return 0.02;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.3;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.5;
|
|
case W_MP40:
|
|
if (delaytype == RELOAD)
|
|
return 2.3;
|
|
else if (delaytype == FIRE)
|
|
return 0.120;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_AFTERBURNER:
|
|
if (delaytype == RELOAD)
|
|
return 2.3;
|
|
else if (delaytype == FIRE)
|
|
return 0.110;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_MP5K:
|
|
if (delaytype == RELOAD)
|
|
return 3.2;
|
|
else if (delaytype == FIRE)
|
|
return 0.085;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_KOLLIDER:
|
|
if (delaytype == RELOAD)
|
|
return 3.2;
|
|
else if (delaytype == FIRE)
|
|
return 0.085;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_MG:
|
|
if (delaytype == RELOAD)
|
|
return 4.5;
|
|
else if (delaytype == FIRE)
|
|
return 0.065;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.9;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.6;
|
|
case W_BARRACUDA:
|
|
if (delaytype == RELOAD)
|
|
return 4.5;
|
|
else if (delaytype == FIRE)
|
|
return 0.045;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.9;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.6;
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
if (delaytype == RELOAD)
|
|
return 2.85;
|
|
else if (delaytype == FIRE)
|
|
return 0.331;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.45;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.4;
|
|
case W_PPSH:
|
|
if (delaytype == RELOAD)
|
|
return 2.1;
|
|
else if (delaytype == FIRE)
|
|
return 0.05;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.35;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_REAPER:
|
|
if (delaytype == RELOAD)
|
|
return 2.1;
|
|
else if (delaytype == FIRE)
|
|
return 0.04;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.35;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
if (delaytype == RELOAD)
|
|
return 4.5;
|
|
else if (delaytype == FIRE)
|
|
return 0.8;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.7;
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
if (delaytype == RELOAD)
|
|
return 2.75;
|
|
else if (delaytype == FIRE)
|
|
return 0.35;
|
|
else if (delaytype == PUTOUT)
|
|
return 1.0;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.3;
|
|
case W_SAWNOFF:
|
|
if (delaytype == RELOAD)
|
|
return 2.65;
|
|
else if (delaytype == FIRE)
|
|
return 0.283;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.5;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.65;
|
|
case W_SNUFF:
|
|
if (delaytype == RELOAD)
|
|
return 2;
|
|
else if (delaytype == FIRE)
|
|
return 0.283;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.5;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.65;
|
|
case W_STG:
|
|
if (delaytype == RELOAD)
|
|
return 2.15;
|
|
else if (delaytype == FIRE)
|
|
return 0.110;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.55;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.5;
|
|
case W_SPATZ:
|
|
if (delaytype == RELOAD)
|
|
return 2.15;
|
|
else if (delaytype == FIRE)
|
|
return 0.08;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.55;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.5;
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
if (delaytype == RELOAD)
|
|
return 0.6;
|
|
else if (delaytype == FIRE)
|
|
return 0.283;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.6;
|
|
case W_TYPE:
|
|
if (delaytype == RELOAD)
|
|
return 2.25;
|
|
else if (delaytype == FIRE)
|
|
return 0.09;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.35;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.35;
|
|
case W_SAMURAI:
|
|
if (delaytype == RELOAD)
|
|
return 2.25;
|
|
else if (delaytype == FIRE)
|
|
return 0.07;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.35;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.35;
|
|
case W_TESLA:
|
|
if (delaytype == RELOAD)
|
|
return 4;
|
|
else if (delaytype == FIRE)
|
|
return 1;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.7;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.9;
|
|
break;
|
|
case W_DG3:
|
|
if (delaytype == RELOAD)
|
|
return 3.3;
|
|
else if (delaytype == FIRE)
|
|
return 1;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.7;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.9;
|
|
break;
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
if (delaytype == RELOAD)
|
|
return 0.75;
|
|
else if (delaytype == FIRE)
|
|
return 0.8;
|
|
else if (delaytype == PUTOUT)
|
|
return 0.4;
|
|
else if (delaytype == TAKEOUT)
|
|
return 0.4;
|
|
else if (delaytype == MELEE_NORMAL)
|
|
return 0.4;
|
|
else if (delaytype == MELEE_LUNGED)
|
|
return 1.4;
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#define SPEED_MULTIPLIER_STANDARD 1
|
|
#define SPEED_MULTIPLIER_RIFLE 0.88
|
|
#define SPEED_MULTIPLIER_HEAVY 0.75
|
|
#define SPEED_MULTIPLIER_ULTRAHEAVY 0.66
|
|
|
|
float GetWeaponWalkSpeed(float perks, float weapon)
|
|
{
|
|
float speed_multiplier = 1;
|
|
|
|
switch (weapon) {
|
|
case W_COLT:
|
|
case W_BIATCH:
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
case W_DB:
|
|
case W_BORE:
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
case W_MP5K:
|
|
case W_KOLLIDER:
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
speed_multiplier = SPEED_MULTIPLIER_STANDARD;
|
|
break;
|
|
case W_357:
|
|
case W_KILLU:
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
case W_M1:
|
|
case W_M1000:
|
|
speed_multiplier = SPEED_MULTIPLIER_RIFLE;
|
|
break;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
speed_multiplier = SPEED_MULTIPLIER_HEAVY;
|
|
break;
|
|
case W_M2:
|
|
case W_FIW:
|
|
speed_multiplier = SPEED_MULTIPLIER_ULTRAHEAVY;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (perks & P_STAMIN)
|
|
speed_multiplier *= 1.07;
|
|
|
|
return speed_multiplier;
|
|
}
|
|
|
|
/*
|
|
===========================
|
|
Weapon ADS Declarations
|
|
===========================
|
|
*/
|
|
// x: left/right
|
|
// y: up/down
|
|
// z: forward/back
|
|
vector GetWeaponADSOfs(float wep) =
|
|
{
|
|
|
|
switch(wep)
|
|
{
|
|
case W_COLT:
|
|
case W_BIATCH:
|
|
return [-3479.2, 1050, -4000];
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
return [-5495.9, 3006.9, -6000];
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
return [-5295.9, 3206.9, -5000];
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
return [-5286, 706.1, -1500];
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
return [-6200.3, 3407.6, -800];
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
return [-5527.1, 2580.3, -250];
|
|
case W_M2:
|
|
case W_FIW:
|
|
return [-9006.5, 2779.2, 9900];
|
|
case W_357:
|
|
case W_KILLU:
|
|
return [-8306.5, 1079.2, -6750];
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
return [-6843.7, 3509.2, -6000];
|
|
case W_DB:
|
|
case W_BORE:
|
|
case W_SAWNOFF:
|
|
return [-5801.7, 2612.1, 1250];
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
return [-5387.8, 3250.9, -4500];
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
return [-3903.3, 2564.5, 0];
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
return [-11798, 1800, -12000];
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
return [-12700, 2086.9, -1000];
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
return [-5150, 5200, -2990];
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
return [-7500, 3000, -500];
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
return [-11400, 6500, -1000];
|
|
case W_MP5K:
|
|
case W_KOLLIDER:
|
|
return [-10400, 5500, -8000];
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
return [-400, -200, 0];
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
return [-9834, 2920, -17000];
|
|
case W_M1:
|
|
case W_M1000:
|
|
return [-7700, 2200, -4500];
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
return [-8000, 3020, -6500];
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
return [-7200, 906.9, -6500];
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
return [-7679.2, 2900, -20000];
|
|
default:
|
|
//Large values > 20ish cause weapon to flicker, scale model down if we encounter!
|
|
//Scale better be 4.3, or else viewbobbing is going to be inaccurate.
|
|
return [-5.4792, 1.6500, 0];
|
|
}
|
|
};
|
|
|
|
float(float wep, float frametype, optional float z) GetFrame =
|
|
{
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_START:
|
|
return 3;
|
|
case RELOAD_END:
|
|
return 26;
|
|
case SPRINT_IN_START:
|
|
return 33;
|
|
case SPRINT_IN_END:
|
|
return 34;
|
|
case SPRINT_START:
|
|
return 35;
|
|
case SPRINT_END:
|
|
return 40;
|
|
case SPRINT_OUT_START:
|
|
return 41;
|
|
case SPRINT_OUT_END:
|
|
return 42;
|
|
case TAKE_OUT_START:
|
|
return 29;
|
|
case TAKE_OUT_END:
|
|
return 32;
|
|
case PUT_OUT_START:
|
|
return 26;
|
|
case PUT_OUT_END:
|
|
return 29;
|
|
case RELOAD_CANCEL:
|
|
return 13;
|
|
}
|
|
break;
|
|
case W_BIATCH:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_START:
|
|
return 20;
|
|
case RELOAD_END:
|
|
return 49;
|
|
case SPRINT_IN_START:
|
|
return 9;
|
|
case SPRINT_IN_END:
|
|
return 11;
|
|
case SPRINT_START:
|
|
return 12;
|
|
case SPRINT_END:
|
|
return 16;
|
|
case SPRINT_OUT_START:
|
|
return 17;
|
|
case SPRINT_OUT_END:
|
|
return 18;
|
|
case TAKE_OUT_START:
|
|
return 5;
|
|
case TAKE_OUT_END:
|
|
return 8;
|
|
case PUT_OUT_START:
|
|
return 3;
|
|
case PUT_OUT_END:
|
|
return 5;
|
|
case RELOAD_CANCEL:
|
|
return 30;
|
|
}
|
|
break;
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 3;
|
|
case RELOAD_START:
|
|
return 14;
|
|
case RELOAD_END:
|
|
return 28;
|
|
case SPRINT_IN_START:
|
|
return 29;
|
|
case SPRINT_IN_END:
|
|
return 30;
|
|
case SPRINT_OUT_START:
|
|
return 30;
|
|
case SPRINT_OUT_END:
|
|
return 29;
|
|
case TAKE_OUT_START:
|
|
return 33;
|
|
case TAKE_OUT_END:
|
|
return 35;
|
|
case PUT_OUT_START:
|
|
return 32;
|
|
case PUT_OUT_END:
|
|
return 33;
|
|
case RELOAD_CANCEL:
|
|
return 21;
|
|
}
|
|
break;
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 3;
|
|
case RELOAD_START:
|
|
return 14;
|
|
case RELOAD_END:
|
|
return 28;
|
|
case SPRINT_IN_START:
|
|
return 29;
|
|
case SPRINT_IN_END:
|
|
return 30;
|
|
case SPRINT_OUT_START:
|
|
return 30;
|
|
case SPRINT_OUT_END:
|
|
return 29;
|
|
case TAKE_OUT_START:
|
|
return 33;
|
|
case TAKE_OUT_END:
|
|
return 35;
|
|
case PUT_OUT_START:
|
|
return 32;
|
|
case PUT_OUT_END:
|
|
return 33;
|
|
case RELOAD_CANCEL:
|
|
return 21;
|
|
}
|
|
break;
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_START:
|
|
return 3;
|
|
case RELOAD_END:
|
|
return 25;
|
|
case SPRINT_IN_START:
|
|
return 26;
|
|
case SPRINT_IN_END:
|
|
return 27;
|
|
case SPRINT_OUT_START:
|
|
return 28;
|
|
case SPRINT_OUT_END:
|
|
return 29;
|
|
case TAKE_OUT_START:
|
|
return 32;
|
|
case TAKE_OUT_END:
|
|
return 35;
|
|
case PUT_OUT_START:
|
|
return 29;
|
|
case PUT_OUT_END:
|
|
return 32;
|
|
case RELOAD_CANCEL:
|
|
return 15;
|
|
}
|
|
break;
|
|
case W_357:
|
|
case W_KILLU:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 3;
|
|
case RELOAD_START:
|
|
return 4;
|
|
case RELOAD_END:
|
|
return 25;
|
|
case SPRINT_IN_START:
|
|
return 32;
|
|
case SPRINT_IN_END:
|
|
return 33;
|
|
case SPRINT_START:
|
|
return 35;
|
|
case SPRINT_END:
|
|
return 40;
|
|
case SPRINT_OUT_START:
|
|
return 41;
|
|
case SPRINT_OUT_END:
|
|
return 42;
|
|
case TAKE_OUT_START:
|
|
return 29;
|
|
case TAKE_OUT_END:
|
|
return 31;
|
|
case PUT_OUT_START:
|
|
return 26;
|
|
case PUT_OUT_END:
|
|
return 28;
|
|
case RELOAD_CANCEL:
|
|
return 14;
|
|
}
|
|
break;
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_START:
|
|
return 3;
|
|
case RELOAD_END:
|
|
return 36;
|
|
case SPRINT_IN_START:
|
|
return 37;
|
|
case SPRINT_IN_END:
|
|
return 38;
|
|
case SPRINT_OUT_START:
|
|
return 38;
|
|
case SPRINT_OUT_END:
|
|
return 37;
|
|
case TAKE_OUT_START:
|
|
return 41;
|
|
case TAKE_OUT_END:
|
|
return 39;
|
|
case PUT_OUT_START:
|
|
return 39;
|
|
case PUT_OUT_END:
|
|
return 41;
|
|
case RELOAD_CANCEL:
|
|
return 21;
|
|
}
|
|
break;
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_PART_START:
|
|
return 4;
|
|
case RELOAD_PART_END:
|
|
return 24;
|
|
case RELOAD_EMPTY_START:
|
|
return 57;
|
|
case RELOAD_EMPTY_END:
|
|
return 72;
|
|
case RELOAD_START:
|
|
return 25;
|
|
case RELOAD_END:
|
|
return 54;
|
|
case SPRINT_IN_START:
|
|
return 75;
|
|
case SPRINT_IN_END:
|
|
return 76;
|
|
case SPRINT_OUT_START:
|
|
return 76;
|
|
case SPRINT_OUT_END:
|
|
return 77;
|
|
case TAKE_OUT_START:
|
|
return 79;
|
|
case TAKE_OUT_END:
|
|
return 81;
|
|
case PUT_OUT_START:
|
|
return 77;
|
|
case PUT_OUT_END:
|
|
return 79;
|
|
case RELOAD_CANCEL:
|
|
return 37;
|
|
}
|
|
break;
|
|
case W_SAWNOFF:
|
|
case W_DB:
|
|
case W_BORE:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 4;
|
|
case RELOAD_START:
|
|
return 5;
|
|
case RELOAD_END:
|
|
return 31;
|
|
case SPRINT_IN_START:
|
|
return 32;
|
|
case SPRINT_IN_END:
|
|
return 33;
|
|
case SPRINT_OUT_START:
|
|
return 33;
|
|
case SPRINT_OUT_END:
|
|
return 31;
|
|
case TAKE_OUT_START:
|
|
return 37;
|
|
case TAKE_OUT_END:
|
|
return 41;
|
|
case PUT_OUT_START:
|
|
return 35;
|
|
case PUT_OUT_END:
|
|
return 37;
|
|
case RELOAD_CANCEL:
|
|
return 22;
|
|
}
|
|
break;
|
|
case W_SNUFF:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 4;
|
|
case RELOAD_START:
|
|
return 5;
|
|
case RELOAD_END:
|
|
return 45;
|
|
case SPRINT_IN_START:
|
|
return 53;
|
|
case SPRINT_IN_END:
|
|
return 58;
|
|
case SPRINT_OUT_START:
|
|
return 33;
|
|
case SPRINT_OUT_END:
|
|
return 31;
|
|
case TAKE_OUT_START:
|
|
return 46;
|
|
case TAKE_OUT_END:
|
|
return 49;
|
|
case PUT_OUT_START:
|
|
return 59;
|
|
case PUT_OUT_END:
|
|
return 52;
|
|
case RELOAD_CANCEL:
|
|
return 34;
|
|
}
|
|
break;
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 0;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_START:
|
|
return 3;
|
|
case RELOAD_END:
|
|
return 29;
|
|
case SPRINT_IN_START:
|
|
return 35;
|
|
case SPRINT_IN_END:
|
|
return 36;
|
|
case SPRINT_OUT_START:
|
|
return 36;
|
|
case SPRINT_OUT_END:
|
|
return 37;
|
|
case TAKE_OUT_START:
|
|
return 32;
|
|
case TAKE_OUT_END:
|
|
return 34;
|
|
case PUT_OUT_START:
|
|
return 30;
|
|
case PUT_OUT_END:
|
|
return 32;
|
|
case RELOAD_CANCEL:
|
|
return 15;
|
|
}
|
|
break;
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 2;
|
|
case FIRE_END:
|
|
return 4;
|
|
case RELOAD_START:
|
|
return 11;
|
|
case RELOAD_END:
|
|
return 52;
|
|
case SPRINT_IN_START:
|
|
return 55;
|
|
case SPRINT_IN_END:
|
|
return 57;
|
|
case SPRINT_OUT_START:
|
|
return 59;
|
|
case SPRINT_OUT_END:
|
|
return 61;
|
|
case TAKE_OUT_START:
|
|
return 75;
|
|
case TAKE_OUT_END:
|
|
return 83;
|
|
case PUT_OUT_START:
|
|
return 64;
|
|
case PUT_OUT_END:
|
|
return 71;
|
|
case RELOAD_CANCEL:
|
|
return 36;
|
|
}
|
|
break;
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 3;
|
|
case SPRINT_IN_START:
|
|
return 36;
|
|
case SPRINT_IN_END:
|
|
return 37;
|
|
case SPRINT_OUT_START:
|
|
return 37;
|
|
case SPRINT_OUT_END:
|
|
return 36;
|
|
case TAKE_OUT_START:
|
|
return 33;
|
|
case TAKE_OUT_END:
|
|
return 35;
|
|
case PUT_OUT_START:
|
|
return 32;
|
|
case PUT_OUT_END:
|
|
return 33;
|
|
case RELOAD_CANCEL:
|
|
return 21;
|
|
}
|
|
break;
|
|
case W_M1:
|
|
case W_M1000:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_EMPTY_START:
|
|
return 4;
|
|
case RELOAD_EMPTY_END:
|
|
return 10;
|
|
case RELOAD_PART_START:
|
|
return 21;
|
|
case RELOAD_PART_END:
|
|
return 30;
|
|
case RELOAD_START:
|
|
return 10;
|
|
case RELOAD_END:
|
|
return 20;
|
|
case SPRINT_IN_START:
|
|
return 32;
|
|
case SPRINT_IN_END:
|
|
return 33;
|
|
case SPRINT_OUT_START:
|
|
return 34;
|
|
case SPRINT_OUT_END:
|
|
return 35;
|
|
case TAKE_OUT_START:
|
|
return 40;
|
|
case TAKE_OUT_END:
|
|
return 43;
|
|
case PUT_OUT_START:
|
|
return 36;
|
|
case PUT_OUT_END:
|
|
return 39;
|
|
case RELOAD_CANCEL:
|
|
return 14;
|
|
}
|
|
break;
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_START:
|
|
return 3;
|
|
case RELOAD_END:
|
|
return 29;
|
|
case SPRINT_IN_START:
|
|
return 37;
|
|
case SPRINT_IN_END:
|
|
return 38;
|
|
case SPRINT_OUT_START:
|
|
return 38;
|
|
case SPRINT_OUT_END:
|
|
return 37;
|
|
case TAKE_OUT_START:
|
|
return 33;
|
|
case TAKE_OUT_END:
|
|
return 36;
|
|
case PUT_OUT_START:
|
|
return 30;
|
|
case PUT_OUT_END:
|
|
return 33;
|
|
case RELOAD_CANCEL:
|
|
return 17;
|
|
}
|
|
break;
|
|
case W_FIW:
|
|
case W_M2:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_HOLD:
|
|
return 3;
|
|
case SPRINT_IN_START:
|
|
return 17;
|
|
case SPRINT_IN_END:
|
|
return 18;
|
|
case SPRINT_OUT_START:
|
|
return 18;
|
|
case SPRINT_OUT_END:
|
|
return 19;
|
|
case FIRST_TAKE_START:
|
|
return 6;
|
|
case FIRST_TAKE_END:
|
|
return 17;
|
|
case TAKE_OUT_START:
|
|
return 22;
|
|
case TAKE_OUT_END:
|
|
return 24;
|
|
case PUT_OUT_START:
|
|
return 20;
|
|
case PUT_OUT_END:
|
|
return 22;
|
|
case RELOAD_CANCEL:
|
|
return 0;
|
|
}
|
|
break;
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_START:
|
|
return 4;
|
|
case RELOAD_END:
|
|
return 31;
|
|
case SPRINT_IN_START:
|
|
return 39;
|
|
case SPRINT_IN_END:
|
|
return 41;
|
|
case SPRINT_OUT_START:
|
|
return 42;
|
|
case SPRINT_OUT_END:
|
|
return 46;
|
|
case TAKE_OUT_START:
|
|
return 35;
|
|
case TAKE_OUT_END:
|
|
return 37;
|
|
case PUT_OUT_START:
|
|
return 32;
|
|
case PUT_OUT_END:
|
|
return 34;
|
|
case RELOAD_CANCEL:
|
|
return 18;
|
|
}
|
|
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)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 2;
|
|
case RELOAD_START:
|
|
return 3;
|
|
case RELOAD_END:
|
|
return 38;
|
|
case SPRINT_IN_START:
|
|
return 39;
|
|
case SPRINT_IN_END:
|
|
return 40;
|
|
case SPRINT_OUT_START:
|
|
return 40;
|
|
case SPRINT_OUT_END:
|
|
return 38;
|
|
case TAKE_OUT_START:
|
|
return 43;
|
|
case TAKE_OUT_END:
|
|
return 47;
|
|
case PUT_OUT_START:
|
|
return 42;
|
|
case PUT_OUT_END:
|
|
return 43;
|
|
case RELOAD_CANCEL:
|
|
return 21;
|
|
}
|
|
break;
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 5;
|
|
case RELOAD_START:
|
|
return 6;
|
|
case RELOAD_END:
|
|
return 29;
|
|
case SPRINT_IN_START:
|
|
return 0;
|
|
case SPRINT_IN_END:
|
|
return 0;
|
|
case SPRINT_OUT_START:
|
|
return 0;
|
|
case SPRINT_OUT_END:
|
|
return 0;
|
|
case TAKE_OUT_START:
|
|
return 33;
|
|
case TAKE_OUT_END:
|
|
return 35;
|
|
case PUT_OUT_START:
|
|
return 31;
|
|
case PUT_OUT_END:
|
|
return 33;
|
|
case RELOAD_CANCEL:
|
|
return 18;
|
|
case AIM_IN:
|
|
return 2;
|
|
case AIM_FIRE_START:
|
|
return 3;
|
|
case AIM_FIRE_END:
|
|
return 5;
|
|
}
|
|
break;
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 0;
|
|
case FIRE_END:
|
|
return 1;
|
|
case RELOAD_START:
|
|
return 5;
|
|
case RELOAD_END:
|
|
return 38;
|
|
case SPRINT_IN_START:
|
|
return 40;
|
|
case SPRINT_IN_END:
|
|
return 42;
|
|
case SPRINT_OUT_START:
|
|
return 43;
|
|
case SPRINT_OUT_END:
|
|
return 45;
|
|
case TAKE_OUT_START:
|
|
return 49;
|
|
case TAKE_OUT_END:
|
|
return 52;
|
|
case PUT_OUT_START:
|
|
return 46;
|
|
case PUT_OUT_END:
|
|
return 48;
|
|
case RELOAD_CANCEL:
|
|
return 22;
|
|
}
|
|
break;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 3;
|
|
case RELOAD_START:
|
|
return 4;
|
|
case RELOAD_END:
|
|
return 35;
|
|
case SPRINT_IN_START:
|
|
return 36;
|
|
case SPRINT_IN_END:
|
|
return 37;
|
|
case SPRINT_OUT_START:
|
|
return 37;
|
|
case SPRINT_OUT_END:
|
|
return 38;
|
|
case TAKE_OUT_START:
|
|
return 40;
|
|
case TAKE_OUT_END:
|
|
return 42;
|
|
case PUT_OUT_START:
|
|
return 38;
|
|
case PUT_OUT_END:
|
|
return 40;
|
|
case RELOAD_CANCEL:
|
|
return 21;
|
|
}
|
|
break;
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 2;
|
|
case FIRE_END:
|
|
return 5;
|
|
case RELOAD_START:
|
|
return 7;
|
|
case RELOAD_END:
|
|
return 49;
|
|
case SPRINT_IN_START:
|
|
return 56;
|
|
case SPRINT_IN_END:
|
|
return 59;
|
|
case SPRINT_START:
|
|
return 59;
|
|
case SPRINT_END:
|
|
return 66;
|
|
case SPRINT_OUT_START:
|
|
return 66;
|
|
case SPRINT_OUT_END:
|
|
return 69;
|
|
case TAKE_OUT_START:
|
|
return 53;
|
|
case TAKE_OUT_END:
|
|
return 55;
|
|
case PUT_OUT_START:
|
|
return 50;
|
|
case PUT_OUT_END:
|
|
return 53;
|
|
case RELOAD_CANCEL:
|
|
return 48;
|
|
}
|
|
break;
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 3;
|
|
case RELOAD_START:
|
|
return 6;
|
|
case RELOAD_END:
|
|
return 49;
|
|
case SPRINT_IN_START:
|
|
return 63;
|
|
case SPRINT_IN_END:
|
|
return 67;
|
|
case SPRINT_OUT_START:
|
|
return 68;
|
|
case SPRINT_OUT_END:
|
|
return 73;
|
|
case TAKE_OUT_START:
|
|
return 54;
|
|
case TAKE_OUT_END:
|
|
return 61;
|
|
case PUT_OUT_START:
|
|
return 50;
|
|
case PUT_OUT_END:
|
|
return 53;
|
|
case RELOAD_CANCEL:
|
|
return 30;
|
|
}
|
|
break;
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 3;
|
|
case SPRINT_IN_START:
|
|
return 27;
|
|
case SPRINT_IN_END:
|
|
return 28;
|
|
case SPRINT_OUT_START:
|
|
return 27;
|
|
case SPRINT_OUT_END:
|
|
return 26;
|
|
case TAKE_OUT_START:
|
|
return 32;
|
|
case TAKE_OUT_END:
|
|
return 36;
|
|
case PUT_OUT_START:
|
|
return 30;
|
|
case PUT_OUT_END:
|
|
return 32;
|
|
case RELOAD_CANCEL:
|
|
return 20;
|
|
}
|
|
break;
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 0;
|
|
case FIRE_END:
|
|
return 1;
|
|
case RELOAD_START:
|
|
return 2;
|
|
case RELOAD_END:
|
|
return 24;
|
|
case SPRINT_IN_START:
|
|
return 35;
|
|
case SPRINT_IN_END:
|
|
return 37;
|
|
case SPRINT_OUT_START:
|
|
return 38;
|
|
case SPRINT_OUT_END:
|
|
return 40;
|
|
case TAKE_OUT_START:
|
|
return 38;
|
|
case TAKE_OUT_END:
|
|
return 41;
|
|
case PUT_OUT_START:
|
|
return 35;
|
|
case PUT_OUT_END:
|
|
return 38;
|
|
case RELOAD_CANCEL:
|
|
return 16;
|
|
case AIM_IN:
|
|
return 28;
|
|
case AIM_FIRE_START:
|
|
return 27;
|
|
case AIM_FIRE_END:
|
|
return 29;
|
|
}
|
|
break;
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 1;
|
|
case FIRE_END:
|
|
return 4;
|
|
case RELOAD_START:
|
|
return 9;
|
|
case RELOAD_END:
|
|
return 58;
|
|
case SPRINT_IN_START:
|
|
return 60;
|
|
case SPRINT_IN_END:
|
|
return 63;
|
|
case SPRINT_OUT_START:
|
|
return 63;
|
|
case SPRINT_OUT_END:
|
|
return 66;
|
|
case TAKE_OUT_START:
|
|
return 72;
|
|
case TAKE_OUT_END:
|
|
return 76;
|
|
case PUT_OUT_START:
|
|
return 66;
|
|
case PUT_OUT_END:
|
|
return 71;
|
|
case RELOAD_CANCEL:
|
|
return 39;
|
|
}
|
|
break;
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
switch (frametype)
|
|
{
|
|
case FIRE_START:
|
|
return 28;
|
|
case FIRE_END:
|
|
return 32;
|
|
case RELOAD_START:
|
|
return 33;
|
|
case RELOAD_END:
|
|
return 46;
|
|
case SPRINT_IN_START:
|
|
return 51;
|
|
case SPRINT_IN_END:
|
|
return 53;
|
|
case SPRINT_START:
|
|
return 54;
|
|
case SPRINT_END:
|
|
return 61;
|
|
case SPRINT_OUT_START:
|
|
return 62;
|
|
case SPRINT_OUT_END:
|
|
return 64;
|
|
case TAKE_OUT_START:
|
|
return 4;
|
|
case TAKE_OUT_END:
|
|
return 6;
|
|
case PUT_OUT_START:
|
|
return 47;
|
|
case PUT_OUT_END:
|
|
return 50;
|
|
case RELOAD_CANCEL:
|
|
return 41;
|
|
case MELEE_NORMAL_START:
|
|
return 8;
|
|
case MELEE_NORMAL_END:
|
|
return 13;
|
|
case MELEE_LUNGED_START:
|
|
return 14;
|
|
case MELEE_LUNGED_END:
|
|
return 24;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
string(float wep, float gorvmodel) GetWeaponModel =
|
|
{
|
|
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
if (gorvmodel)
|
|
return ("models/weapons/m1911/g_colt.mdl");
|
|
else
|
|
return ("models/weapons/m1911/v_colt.mdl");
|
|
case W_BIATCH:
|
|
if (gorvmodel)
|
|
return ("models/weapons/m1911/g_colt.mdl");
|
|
else
|
|
return ("models/weapons/m1911/v_biatch_right.mdl");
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
if (gorvmodel)
|
|
return ("models/weapons/kar/g_kar.mdl");
|
|
else
|
|
return ("models/weapons/kar/v_kar.mdl");
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
if (gorvmodel)
|
|
return ("models/weapons/spring/g_spring.mdl");
|
|
else
|
|
return ("models/weapons/spring/v_spring.mdl");
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
if (gorvmodel)
|
|
return ("models/weapons/thomp/g_thomp.mdl");
|
|
else
|
|
return ("models/weapons/thomp/v_thomp.mdl");
|
|
case W_357:
|
|
case W_KILLU:
|
|
if (gorvmodel)
|
|
return ("models/weapons/357/g_357.mdl");
|
|
else
|
|
return ("models/weapons/357/v_357.mdl");
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
if (gorvmodel)
|
|
return ("models/weapons/bar/g_bar.mdl");
|
|
else
|
|
return ("models/weapons/bar/v_bar.mdl");
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
if (gorvmodel)
|
|
return ("models/weapons/browning/g_browning.mdl");
|
|
else
|
|
return ("models/weapons/browning/v_browning.mdl");
|
|
case W_DB:
|
|
case W_BORE:
|
|
if (gorvmodel)
|
|
return ("models/weapons/db/g_db.mdl");
|
|
else
|
|
return ("models/weapons/db/v_db.mdl");
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
if (gorvmodel)
|
|
return ("models/weapons/fg42/g_fg.mdl");
|
|
else
|
|
return ("models/weapons/fg42/v_fg.mdl");
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
if (gorvmodel)
|
|
return ("models/weapons/gewehr/g_gewehr.mdl");
|
|
else
|
|
return ("models/weapons/gewehr/v_gewehr.mdl");
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
if (gorvmodel)
|
|
return ("models/weapons/kar/g_kars.mdl");
|
|
else
|
|
return ("models/weapons/kar/v_kar.mdl");
|
|
case W_M1:
|
|
case W_M1000:
|
|
if (gorvmodel)
|
|
return ("models/weapons/garand/g_m1.mdl");
|
|
else
|
|
return ("models/weapons/garand/v_m1.mdl");
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
if (gorvmodel)
|
|
return ("models/weapons/m1carbine/g_m1a1.mdl");
|
|
else
|
|
return ("models/weapons/m1carbine/v_m1a1.mdl");
|
|
case W_M2:
|
|
case W_FIW:
|
|
if (gorvmodel)
|
|
return ("models/weapons/m2flame/g_m2flame.mdl");
|
|
else
|
|
return ("models/weapons/m2flame/v_m2flame.mdl");
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
if (gorvmodel)
|
|
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)
|
|
return ("models/weapons/mg/g_mg.mdl");
|
|
else
|
|
return ("models/weapons/mg/v_mg.mdl");
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
if (gorvmodel)
|
|
return ("models/weapons/panzer/g_panzer.mdl");
|
|
else
|
|
return ("models/weapons/panzer/v_panzer.mdl");
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
if (gorvmodel)
|
|
return ("models/weapons/ppsh/g_ppsh.mdl");
|
|
else
|
|
return ("models/weapons/ppsh/v_ppsh.mdl");
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
if (gorvmodel)
|
|
return ("models/weapons/ptrs/g_ptrs.mdl");
|
|
else
|
|
return ("models/weapons/ptrs/v_ptrs.mdl");
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
if (gorvmodel)
|
|
return ("models/weapons/ray/g_ray.mdl");
|
|
else
|
|
return ("models/weapons/ray/v_ray.mdl");
|
|
case W_SAWNOFF:
|
|
if (gorvmodel)
|
|
return ("models/weapons/sawnoff/g_sawnoff.mdl");
|
|
else
|
|
return ("models/weapons/sawnoff/v_sawnoff.mdl");
|
|
case W_SNUFF:
|
|
if (gorvmodel)
|
|
return ("models/weapons/sawnoff/g_sawnoff.mdl");
|
|
else
|
|
return ("models/weapons/sawnoff/v_snuff_right.mdl");
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
if (gorvmodel)
|
|
return ("models/weapons/stg/g_stg.mdl");
|
|
else
|
|
return ("models/weapons/stg/v_stg.mdl");
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
if (gorvmodel)
|
|
return ("models/weapons/trench/g_trench.mdl");
|
|
else
|
|
return ("models/weapons/trench/v_trench.mdl");
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
if (gorvmodel)
|
|
return ("models/weapons/type/g_type.mdl");
|
|
else
|
|
return ("models/weapons/type/v_type.mdl");
|
|
case W_GRENADE:
|
|
if (gorvmodel)
|
|
return ("models/weapons/grenade/g_grenade.mdl");
|
|
else
|
|
return ("models/weapons/grenade/v_grenade.mdl");
|
|
case W_BETTY:
|
|
if (gorvmodel)
|
|
return ("models/weapons/grenade/g_betty.mdl");
|
|
else
|
|
return ("models/weapons/grenade/v_betty.mdl");
|
|
case W_BOWIE:
|
|
if (gorvmodel)
|
|
return ("models/weapons/knife/g_bowie.mdl");
|
|
else
|
|
return ("models/weapons/knife/v_bowie.mdl");
|
|
case W_DG3:
|
|
case W_TESLA:
|
|
if (gorvmodel)
|
|
return ("models/weapons/tesla/g_tesla.mdl");
|
|
else
|
|
return ("models/weapons/tesla/v_tesla.mdl");
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
if (gorvmodel)
|
|
return ("models/weapons/bk/g_bk.mdl");
|
|
else
|
|
return ("models/weapons/bk/v_bk.mdl");
|
|
}
|
|
|
|
return ("");
|
|
}
|
|
|
|
string(float wep) GetWeapon2Model =
|
|
{
|
|
|
|
switch (wep)
|
|
{
|
|
case W_BIATCH:
|
|
return ("models/weapons/m1911/v_biatch_left.mdl");
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
return ("models/weapons/kar/v_karscope.mdl");
|
|
case W_SNUFF:
|
|
return ("models/weapons/sawnoff/v_snuff_left.mdl");
|
|
default:
|
|
return "";
|
|
}
|
|
|
|
return ("");
|
|
}
|
|
|
|
string(float wep) GetWeaponSound =
|
|
{
|
|
|
|
switch (wep)
|
|
{
|
|
case W_BIATCH:
|
|
case W_COLT:
|
|
return "sounds/weapons/colt/shoot.wav";
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
return "sounds/weapons/boltaction/shoot.wav";
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
return "sounds/weapons/thomp/shoot.wav";
|
|
case W_357:
|
|
case W_KILLU:
|
|
return "sounds/weapons/357/shoot.wav";
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
return "sounds/weapons/bar/shoot.wav";
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
return "sounds/weapons/browning/shoot.wav";
|
|
case W_DB:
|
|
case W_BORE:
|
|
return "sounds/weapons/shotgun/shoot.wav";
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
return "sounds/weapons/fg42/shoot.wav";
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
return "sounds/weapons/gewehr/shoot.wav";
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
return "sounds/weapons/boltaction/shoot.wav";
|
|
case W_M1:
|
|
case W_M1000:
|
|
return "sounds/weapons/garand/shoot.wav";
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
return "sounds/weapons/m1carbine/shoot.wav";
|
|
case W_M2:
|
|
return "sounds/weapons/m2flame/flamethrower.wav";
|
|
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";
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
return "sounds/weapons/panzer/shoot.wav";
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
return "sounds/weapons/ppsh/shoot.wav";
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
return "sounds/weapons/ptrs/shoot.wav";
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
return "sounds/weapons/raygun/shoot.wav";
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
return "sounds/weapons/shotgun/shoot.wav";
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
return "sounds/weapons/stg/shoot.wav";
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
return "sounds/weapons/shotgun/shoot.wav";
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
return "sounds/weapons/type100/shoot.wav";
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
return "sounds/weapons/tesla/shoot.wav";
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
return "sounds/weapons/ballknife/shoot.wav";
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
float(float wep) IsDualWeapon = {
|
|
|
|
switch(wep) {
|
|
case W_BIATCH:
|
|
return 1;
|
|
case W_SNUFF:
|
|
return 1;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
string(float wep) GetLeftWeaponModel = {
|
|
|
|
switch(wep) {
|
|
case W_BIATCH:
|
|
return "models/weapons/m1911/v_biatch_left.mdl";
|
|
case W_SNUFF:
|
|
return "models/weapons/sawnoff/v_snuff_left.mdl";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
float(float wep) IsPapWeapon = {
|
|
|
|
switch(wep) {
|
|
case W_BIATCH:
|
|
case W_ARMAGEDDON:
|
|
case W_GIBS:
|
|
case W_KILLU:
|
|
case W_WIDOW:
|
|
case W_ACCELERATOR:
|
|
case W_BORE:
|
|
case W_IMPELLER:
|
|
case W_COMPRESSOR:
|
|
case W_HEADCRACKER:
|
|
case W_M1000:
|
|
case W_WIDDER:
|
|
case W_AFTERBURNER:
|
|
case W_KOLLIDER:
|
|
case W_BARRACUDA:
|
|
case W_LONGINUS:
|
|
case W_REAPER:
|
|
case W_PENETRATOR:
|
|
case W_PORTER:
|
|
case W_SNUFF:
|
|
case W_SPATZ:
|
|
case W_GUT:
|
|
case W_SAMURAI:
|
|
case W_DG3:
|
|
case W_PULVERIZER:
|
|
case W_FIW:
|
|
case W_KRAUS:
|
|
return 1;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
float(float wep) GetWepSkin = {
|
|
|
|
switch(wep) {
|
|
case W_BIATCH:
|
|
return 0;
|
|
case W_SNUFF:
|
|
return 0;
|
|
default:
|
|
if (IsPapWeapon(wep)) {
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
float(float wep) EqualNonPapWeapon =
|
|
{
|
|
|
|
switch (wep) {
|
|
case W_BIATCH:
|
|
return W_COLT;
|
|
case W_ARMAGEDDON:
|
|
return W_KAR;
|
|
case W_PULVERIZER:
|
|
return W_SPRING;
|
|
case W_GIBS:
|
|
return W_THOMPSON;
|
|
case W_KILLU:
|
|
return W_357;
|
|
case W_WIDOW:
|
|
return W_BAR;
|
|
case W_ACCELERATOR:
|
|
return W_BROWNING;
|
|
case W_BORE:
|
|
return W_DB;
|
|
case W_IMPELLER:
|
|
return W_FG;
|
|
case W_COMPRESSOR:
|
|
return W_GEWEHR;
|
|
case W_HEADCRACKER:
|
|
return W_KAR_SCOPE;
|
|
case W_M1000:
|
|
return W_M1;
|
|
case W_WIDDER:
|
|
return W_M1A1;
|
|
case W_AFTERBURNER:
|
|
return W_MP40;
|
|
case W_KOLLIDER:
|
|
return W_MP5K;
|
|
case W_BARRACUDA:
|
|
return W_MG;
|
|
case W_LONGINUS:
|
|
return W_PANZER;
|
|
case W_REAPER:
|
|
return W_PPSH;
|
|
case W_PENETRATOR:
|
|
return W_PTRS;
|
|
case W_PORTER:
|
|
return W_RAY;
|
|
case W_SNUFF:
|
|
return W_SAWNOFF;
|
|
case W_SPATZ:
|
|
return W_STG;
|
|
case W_GUT:
|
|
return W_TRENCH;
|
|
case W_SAMURAI:
|
|
return W_TYPE;
|
|
case W_M14:
|
|
return W_M14;
|
|
case W_CUSTOM2:
|
|
return W_CUSTOM1;
|
|
case W_CUSTOM4:
|
|
return W_CUSTOM3;
|
|
case W_DG3:
|
|
return W_TESLA;
|
|
case W_FIW:
|
|
return W_M2;
|
|
case W_KRAUS:
|
|
return W_BK;
|
|
default:
|
|
return wep;
|
|
}
|
|
}
|
|
float(float wep) EqualPapWeapon =
|
|
{
|
|
|
|
switch (wep) {
|
|
case W_COLT:
|
|
return W_BIATCH;
|
|
case W_KAR:
|
|
return W_ARMAGEDDON;
|
|
case W_SPRING:
|
|
return W_PULVERIZER;
|
|
case W_THOMPSON:
|
|
return W_GIBS;
|
|
case W_357:
|
|
return W_KILLU;
|
|
case W_BAR:
|
|
return W_WIDOW;
|
|
case W_BROWNING:
|
|
return W_ACCELERATOR;
|
|
case W_DB:
|
|
return W_BORE;
|
|
case W_FG:
|
|
return W_IMPELLER;
|
|
case W_GEWEHR:
|
|
return W_COMPRESSOR;
|
|
case W_KAR_SCOPE:
|
|
return W_HEADCRACKER;
|
|
case W_M1:
|
|
return W_M1000;
|
|
case W_M1A1:
|
|
return W_WIDDER;
|
|
case W_MP40:
|
|
return W_AFTERBURNER;
|
|
case W_MP5K:
|
|
return W_KOLLIDER;
|
|
case W_MG:
|
|
return W_BARRACUDA;
|
|
case W_PANZER:
|
|
return W_LONGINUS;
|
|
case W_PPSH:
|
|
return W_REAPER;
|
|
case W_PTRS:
|
|
return W_PENETRATOR;
|
|
case W_RAY:
|
|
return W_PORTER;
|
|
case W_SAWNOFF:
|
|
return W_SNUFF;
|
|
case W_STG:
|
|
return W_SPATZ;
|
|
case W_TRENCH:
|
|
return W_GUT;
|
|
case W_TYPE:
|
|
return W_SAMURAI;
|
|
case W_TESLA:
|
|
return W_DG3;
|
|
case W_M14:
|
|
return W_M14;
|
|
case W_M2:
|
|
return W_FIW;
|
|
case W_BK:
|
|
return W_KRAUS;
|
|
default:
|
|
return wep;
|
|
}
|
|
}
|
|
|
|
#ifndef CSQC
|
|
|
|
float(float wep, float anim_style, float dualwep, float curweaponframe) PlayWeaponSound =
|
|
{
|
|
if (anim_style == KNIFE) {
|
|
if (curweaponframe == 6) {
|
|
self.punchangle_x = -2;
|
|
self.punchangle_y = -5;
|
|
} else if (curweaponframe == 7) {
|
|
self.punchangle_x = 5;
|
|
self.punchangle_y = 10;
|
|
}
|
|
}
|
|
|
|
if (anim_style == FIRE)
|
|
{
|
|
if (wep == W_KAR || wep == W_ARMAGEDDON || wep == W_KAR_SCOPE || wep == W_HEADCRACKER || wep == W_SPRING || wep == W_PULVERIZER)
|
|
{
|
|
if (curweaponframe == 6) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltup.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
else if (curweaponframe == 7) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 9) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 10) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltdown.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
}
|
|
else if (wep == W_TRENCH || wep == W_GUT)
|
|
{
|
|
if (curweaponframe == 7) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/pump.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
}
|
|
} else if (anim_style != RELOAD) {
|
|
return false;
|
|
}
|
|
|
|
|
|
switch (wep) {
|
|
case W_COLT:
|
|
if (curweaponframe == 5) {
|
|
Sound_PlaySound(self, "sounds/weapons/colt/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 12) {
|
|
Sound_PlaySound(self, "sounds/weapons/colt/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if(curweaponframe == 18) {
|
|
Sound_PlaySound(self, "sounds/weapons/colt/slide.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
if (curweaponframe == 15) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltup.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 16) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 20) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/clipin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 25) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 26) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/clipoff.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 27) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltdown.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
if (curweaponframe == 6) {
|
|
Sound_PlaySound(self, "sounds/weapons/thomp/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 12) {
|
|
Sound_PlaySound(self, "sounds/weapons/thomp/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 19) {
|
|
Sound_PlaySound(self, "sounds/weapons/thomp/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_357:
|
|
case W_KILLU:
|
|
if (curweaponframe == 5) {
|
|
Sound_PlaySound(self, "sounds/weapons/357/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 9) {
|
|
Sound_PlaySound(self, "sounds/weapons/357/out.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 15) {
|
|
Sound_PlaySound(self, "sounds/weapons/357/in.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 20) {
|
|
Sound_PlaySound(self, "sounds/weapons/357/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
if (curweaponframe == 6 || curweaponframe == 31) {
|
|
Sound_PlaySound(self, "sounds/weapons/bar/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 19 || curweaponframe == 29) {
|
|
Sound_PlaySound(self, "sounds/weapons/bar/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 23) {
|
|
Sound_PlaySound(self, "sounds/weapons/bar/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
if (curweaponframe == 6 || curweaponframe == 60) {
|
|
Sound_PlaySound(self, "sounds/weapons/browning/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 16 || curweaponframe == 69) {
|
|
Sound_PlaySound(self, "sounds/weapons/browning/topopen.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 21) {
|
|
Sound_PlaySound(self, "sounds/weapons/browning/chainoff.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 27) {
|
|
Sound_PlaySound(self, "sounds/weapons/browning/chainon.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 30) {
|
|
Sound_PlaySound(self, "sounds/weapons/browning/chainplace.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 36) {
|
|
Sound_PlaySound(self, "sounds/weapons/browning/topclose.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 41) {
|
|
Sound_PlaySound(self, "sounds/weapons/browning/tophit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 48) {
|
|
Sound_PlaySound(self, "sounds/weapons/browning/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_DB:
|
|
case W_SAWNOFF:
|
|
case W_BORE:
|
|
if (curweaponframe == 6) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 12) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/out.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 20) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/in.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 26) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_SNUFF:
|
|
if (curweaponframe == 15) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 23) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/out.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 33) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/in.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 40) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
if (curweaponframe == 6) {
|
|
Sound_PlaySound(self, "sounds/weapons/fg42/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 14) {
|
|
Sound_PlaySound(self, "sounds/weapons/fg42/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 23) {
|
|
Sound_PlaySound(self, "sounds/weapons/fg42/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 26) {
|
|
Sound_PlaySound(self, "sounds/weapons/fg42/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
if (curweaponframe == 21) {
|
|
Sound_PlaySound(self, "sounds/weapons/gewehr/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 32) {
|
|
Sound_PlaySound(self, "sounds/weapons/gewehr/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 36) {
|
|
Sound_PlaySound(self, "sounds/weapons/gewehr/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 45) {
|
|
Sound_PlaySound(self, "sounds/weapons/gewehr/boltrelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
if (curweaponframe == 15) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltup.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 16) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 20) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/insert.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 25) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltforward.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 27) {
|
|
Sound_PlaySound(self, "sounds/weapons/boltaction/boltdown.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_M1:
|
|
case W_M1000:
|
|
if (curweaponframe == 5 || curweaponframe == 25) {
|
|
Sound_PlaySound(self, "sounds/weapons/garand/clipout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 13) {
|
|
Sound_PlaySound(self, "sounds/weapons/garand/clipin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 15) {
|
|
Sound_PlaySound(self, "sounds/weapons/garand/boltrelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 24) {
|
|
Sound_PlaySound(self, "sounds/weapons/garand/clippush.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
if (curweaponframe == 6) {
|
|
Sound_PlaySound(self, "sounds/weapons/m1carbine/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 14) {
|
|
Sound_PlaySound(self, "sounds/weapons/m1carbine/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if(curweaponframe == 16) {
|
|
Sound_PlaySound(self, "sounds/weapons/m1carbine/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 24) {
|
|
Sound_PlaySound(self, "sounds/weapons/m1carbine/bolt.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
if (curweaponframe == 7) {
|
|
Sound_PlaySound(self, "sounds/weapons/mp40/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 17) {
|
|
Sound_PlaySound(self, "sounds/weapons/mp40/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 25) {
|
|
Sound_PlaySound(self, "sounds/weapons/mp40/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_MP5K:
|
|
case W_KOLLIDER:
|
|
if (curweaponframe == 16) {
|
|
Sound_PlaySound(self, "sounds/weapons/mp5k/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 31) {
|
|
Sound_PlaySound(self, "sounds/weapons/mp5k/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 39) {
|
|
Sound_PlaySound(self, "sounds/weapons/mp5k/slap.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
if (curweaponframe == 12) {
|
|
Sound_PlaySound(self, "sounds/weapons/panzer/move.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 16) {
|
|
Sound_PlaySound(self, "sounds/weapons/panzer/insert.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
if (curweaponframe == 8) {
|
|
Sound_PlaySound(self, "sounds/weapons/mg42/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 19) {
|
|
Sound_PlaySound(self, "sounds/weapons/mg42/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 29) {
|
|
Sound_PlaySound(self, "sounds/weapons/mg42/charge.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
if (curweaponframe == 8) {
|
|
Sound_PlaySound(self, "sounds/weapons/ppsh/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 20) {
|
|
Sound_PlaySound(self, "sounds/weapons/ppsh/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 22) {
|
|
Sound_PlaySound(self, "sounds/weapons/ppsh/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 30) {
|
|
Sound_PlaySound(self, "sounds/weapons/ppsh/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 33) {
|
|
Sound_PlaySound(self, "sounds/weapons/ppsh/boltrelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
if (curweaponframe == 7) {
|
|
Sound_PlaySound(self, "sounds/weapons/ptrs/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 13 || curweaponframe == 31) {
|
|
Sound_PlaySound(self, "sounds/weapons/ptrs/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 21) {
|
|
Sound_PlaySound(self, "sounds/weapons/ptrs/maghit.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 23) {
|
|
Sound_PlaySound(self, "sounds/weapons/ptrs/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
if (curweaponframe == 10) {
|
|
Sound_PlaySound(self, "sounds/weapons/raygun/open.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 19) {
|
|
Sound_PlaySound(self, "sounds/weapons/raygun/out.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 33) {
|
|
Sound_PlaySound(self, "sounds/weapons/raygun/in.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 41) {
|
|
Sound_PlaySound(self, "sounds/weapons/raygun/close.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
if (curweaponframe == 15) {
|
|
Sound_PlaySound(self, "sounds/weapons/stg/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 28) {
|
|
Sound_PlaySound(self, "sounds/weapons/stg/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 37) {
|
|
Sound_PlaySound(self, "sounds/weapons/stg/boltback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 41) {
|
|
Sound_PlaySound(self, "sounds/weapons/stg/boltrelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
if (curweaponframe == 19) {
|
|
Sound_PlaySound(self, "sounds/weapons/shotgun/insert.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
if (curweaponframe == 6) {
|
|
Sound_PlaySound(self, "sounds/weapons/type100/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 15) {
|
|
Sound_PlaySound(self, "sounds/weapons/type100/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 20) {
|
|
Sound_PlaySound(self, "sounds/weapons/type100/boltpull.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_BIATCH:
|
|
if (curweaponframe == 23) {
|
|
Sound_PlaySound(self, "sounds/weapons/colt/magout.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe ==30) {
|
|
Sound_PlaySound(self, "sounds/weapons/colt/magin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if(curweaponframe == 36) {
|
|
Sound_PlaySound(self, "sounds/weapons/biatch/slideback.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if(curweaponframe == 42) {
|
|
Sound_PlaySound(self, "sounds/weapons/biatch/sliderelease.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
if (curweaponframe == 20) {
|
|
Sound_PlaySound(self, "sounds/weapons/tesla/switchoff.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 25) {
|
|
Sound_PlaySound(self, "sounds/weapons/tesla/pulllever.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 31) {
|
|
Sound_PlaySound(self, "sounds/weapons/tesla/glassbreak.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 38) {
|
|
Sound_PlaySound(self, "sounds/weapons/tesla/clipin.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 43) {
|
|
Sound_PlaySound(self, "sounds/weapons/tesla/clipoff.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
} else if (curweaponframe == 51) {
|
|
Sound_PlaySound(self, "sounds/weapons/tesla/switchon.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
if (curweaponframe == 41) {
|
|
Sound_PlaySound(self, "sounds/weapons/ballknife/insert.wav", SOUND_TYPE_WEAPON_OTHER, SOUND_PRIORITY_PLAYALWAYS);
|
|
return true;
|
|
}
|
|
return false;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#endif // CSQC
|
|
|
|
void(float weptype) precache_extra =
|
|
{
|
|
|
|
switch (weptype) {
|
|
case W_COLT:
|
|
case W_BIATCH:
|
|
precache_sound("sounds/weapons/colt/shoot.wav");
|
|
precache_sound("sounds/weapons/biatch/slideback.wav");
|
|
precache_sound("sounds/weapons/biatch/sliderelease.wav");
|
|
precache_sound("sounds/weapons/colt/magout.wav");
|
|
precache_sound("sounds/weapons/colt/magin.wav");
|
|
precache_sound("sounds/weapons/colt/slide.wav");
|
|
precache_model ("models/weapons/m1911/v_biatch_right.mdl");
|
|
precache_model ("models/weapons/m1911/v_biatch_left.mdl");
|
|
break;
|
|
case W_KAR_SCOPE:
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
precache_sound ("sounds/weapons/boltaction/boltup.wav");
|
|
precache_sound ("sounds/weapons/boltaction/boltback.wav");
|
|
precache_sound ("sounds/weapons/boltaction/boltforward.wav");
|
|
precache_sound ("sounds/weapons/boltaction/boltdown.wav");
|
|
precache_sound ("sounds/weapons/boltaction/clipin.wav");
|
|
precache_sound ("sounds/weapons/boltaction/clipoff.wav");
|
|
precache_sound ("sounds/weapons/boltaction/shoot.wav");
|
|
precache_sound ("sounds/weapons/boltaction/insert.wav");
|
|
precache_model ("models/weapons/kar/v_karscope.mdl");
|
|
break;
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
precache_sound("sounds/weapons/thomp/magout.wav");
|
|
precache_sound("sounds/weapons/thomp/magin.wav");
|
|
precache_sound("sounds/weapons/thomp/boltback.wav");
|
|
precache_sound("sounds/weapons/thomp/shoot.wav");
|
|
break;
|
|
case W_357:
|
|
case W_KILLU:
|
|
precache_sound("sounds/weapons/357/open.wav");
|
|
precache_sound("sounds/weapons/357/out.wav");
|
|
precache_sound("sounds/weapons/357/in.wav");
|
|
precache_sound("sounds/weapons/357/close.wav");
|
|
precache_sound("sounds/weapons/357/shoot.wav");
|
|
break;
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
precache_sound("sounds/weapons/bar/shoot.wav");
|
|
precache_sound("sounds/weapons/bar/magout.wav");
|
|
precache_sound("sounds/weapons/bar/magin.wav");
|
|
precache_sound("sounds/weapons/bar/maghit.wav");
|
|
break;
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
precache_sound ("sounds/weapons/browning/boltback.wav");
|
|
precache_sound ("sounds/weapons/browning/topopen.wav");
|
|
precache_sound ("sounds/weapons/browning/chainoff.wav");
|
|
precache_sound ("sounds/weapons/browning/boltback.wav");
|
|
precache_sound ("sounds/weapons/browning/topopen.wav");
|
|
precache_sound ("sounds/weapons/browning/chainon.wav");
|
|
precache_sound ("sounds/weapons/browning/chainplace.wav");
|
|
precache_sound ("sounds/weapons/browning/topclose.wav");
|
|
precache_sound ("sounds/weapons/browning/tophit.wav");
|
|
precache_sound ("sounds/weapons/browning/boltforward.wav");
|
|
precache_sound ("sounds/weapons/browning/shoot.wav");
|
|
break;
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
case W_DB:
|
|
case W_BORE:
|
|
precache_sound("sounds/weapons/shotgun/open.wav");
|
|
precache_sound("sounds/weapons/shotgun/out.wav");
|
|
precache_sound("sounds/weapons/shotgun/in.wav");
|
|
precache_sound("sounds/weapons/shotgun/close.wav");
|
|
precache_sound("sounds/weapons/shotgun/shoot.wav");
|
|
|
|
//lotta stuff here, so let's make sure we don't add unless ABSOLUTELY necessary..
|
|
if (weptype == W_SNUFF) {
|
|
precache_model("models/weapons/sawnoff/v_snuff_right.mdl");
|
|
precache_model("models/weapons/sawnoff/v_snuff_left.mdl");
|
|
}
|
|
break;
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
precache_sound("sounds/weapons/fg42/magout.wav");
|
|
precache_sound("sounds/weapons/fg42/magin.wav");
|
|
precache_sound("sounds/weapons/fg42/boltback.wav");
|
|
precache_sound("sounds/weapons/fg42/boltforward.wav");
|
|
precache_sound("sounds/weapons/fg42/shoot.wav");
|
|
break;
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
precache_sound("sounds/weapons/gewehr/magout.wav");
|
|
precache_sound("sounds/weapons/gewehr/magin.wav");
|
|
precache_sound("sounds/weapons/gewehr/maghit.wav");
|
|
precache_sound("sounds/weapons/gewehr/boltrelease.wav");
|
|
precache_sound("sounds/weapons/gewehr/shoot.wav");
|
|
break;
|
|
case W_M1:
|
|
case W_M1000:
|
|
precache_sound ("sounds/weapons/garand/clipout.wav");
|
|
precache_sound ("sounds/weapons/garand/clipin.wav");
|
|
precache_sound ("sounds/weapons/garand/clippush.wav");
|
|
precache_sound ("sounds/weapons/garand/boltrelease.wav");
|
|
precache_sound ("sounds/weapons/garand/shoot.wav");
|
|
break;
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
precache_sound("sounds/weapons/m1carbine/shoot.wav");
|
|
precache_sound("sounds/weapons/m1carbine/magout.wav");
|
|
precache_sound("sounds/weapons/m1carbine/magin.wav");
|
|
precache_sound("sounds/weapons/m1carbine/maghit.wav");
|
|
precache_sound("sounds/weapons/m1carbine/bolt.wav");
|
|
break;
|
|
case W_M2:
|
|
precache_sound("sounds/weapons/m2flame/flamethrower.wav");
|
|
precache_model("models/sprites/flamer.spr");
|
|
break;
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
precache_sound ("sounds/weapons/mp40/shoot.wav");
|
|
precache_sound ("sounds/weapons/mp40/magout.wav");
|
|
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");
|
|
precache_sound("sounds/weapons/mg42/magin.wav");
|
|
precache_sound("sounds/weapons/mg42/charge.wav");
|
|
precache_sound("sounds/weapons/mg42/shoot.wav");
|
|
break;
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
precache_sound ("sounds/weapons/panzer/move.wav");
|
|
precache_sound ("sounds/weapons/panzer/insert.wav");
|
|
precache_sound ("sounds/weapons/panzer/shoot.wav");
|
|
precache_model ("models/misc/shark.mdl");
|
|
break;
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
precache_sound("sounds/weapons/ppsh/magout.wav");
|
|
precache_sound("sounds/weapons/ppsh/magin.wav");
|
|
precache_sound("sounds/weapons/ppsh/maghit.wav");
|
|
precache_sound("sounds/weapons/ppsh/boltback.wav");
|
|
precache_sound("sounds/weapons/ppsh/boltrelease.wav");
|
|
precache_sound("sounds/weapons/ppsh/shoot.wav");
|
|
break;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
precache_sound ("sounds/weapons/ptrs/open.wav");
|
|
precache_sound ("sounds/weapons/ptrs/maghit.wav");
|
|
precache_sound ("sounds/weapons/ptrs/magin.wav");
|
|
precache_sound ("sounds/weapons/ptrs/close.wav");
|
|
precache_sound ("sounds/weapons/ptrs/shoot.wav");
|
|
break;
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
precache_sound("sounds/weapons/raygun/open.wav");
|
|
precache_sound("sounds/weapons/raygun/out.wav");
|
|
precache_sound("sounds/weapons/raygun/in.wav");
|
|
precache_sound("sounds/weapons/raygun/close.wav");
|
|
precache_sound("sounds/weapons/raygun/shoot.wav");
|
|
precache_model("models/misc/raybeam.mdl");
|
|
break;
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
precache_sound ("sounds/weapons/stg/magout.wav");
|
|
precache_sound ("sounds/weapons/stg/magin.wav");
|
|
precache_sound ("sounds/weapons/stg/shoot.wav");
|
|
precache_sound ("sounds/weapons/stg/boltback.wav");
|
|
precache_sound ("sounds/weapons/stg/boltrelease.wav");
|
|
break;
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
precache_sound ("sounds/weapons/shotgun/pump.wav");
|
|
precache_sound ("sounds/weapons/shotgun/insert.wav");
|
|
precache_sound ("sounds/weapons/shotgun/shoot.wav");
|
|
break;
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
precache_sound("sounds/weapons/type100/magout.wav");
|
|
precache_sound("sounds/weapons/type100/magin.wav");
|
|
precache_sound("sounds/weapons/type100/boltpull.wav");
|
|
precache_sound("sounds/weapons/type100/shoot.wav");
|
|
break;
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
precache_model("models/sprites/lightning.spr");
|
|
precache_sound("sounds/weapons/tesla/switchoff.wav");
|
|
precache_sound("sounds/weapons/tesla/pulllever.wav");
|
|
precache_sound("sounds/weapons/tesla/glassbreak.wav");
|
|
precache_sound("sounds/weapons/tesla/clipin.wav");
|
|
precache_sound("sounds/weapons/tesla/clipoff.wav");
|
|
precache_sound("sounds/weapons/tesla/switchon.wav");
|
|
precache_sound("sounds/weapons/tesla/shoot.wav");
|
|
precache_sound("sounds/machines/elec_shock.wav");
|
|
break;
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
precache_sound("sounds/weapons/ballknife/shoot.wav");
|
|
precache_sound("sounds/weapons/ballknife/insert.wav");
|
|
break;
|
|
case W_GRENADE:
|
|
precache_model("models/props/grenade_bag.mdl");
|
|
break;
|
|
case W_BETTY:
|
|
precache_model("models/weapons/grenade/g_betty.mdl");
|
|
break;
|
|
}
|
|
}
|
|
|
|
float(float wep) getWeaponRecoilReturn =
|
|
{
|
|
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
return 750;
|
|
case W_BIATCH:
|
|
return 750;
|
|
case W_KAR:
|
|
case W_SPRING:
|
|
return 750;
|
|
case W_ARMAGEDDON:
|
|
case W_PULVERIZER:
|
|
return 750;
|
|
case W_THOMPSON:
|
|
return 950;
|
|
case W_GIBS:
|
|
return 950;
|
|
case W_357:
|
|
return 1500;
|
|
case W_KILLU:
|
|
return 1500;
|
|
case W_BAR:
|
|
return 460;
|
|
case W_WIDOW:
|
|
return 460;
|
|
case W_BROWNING:
|
|
return 950;
|
|
case W_ACCELERATOR:
|
|
return 950;
|
|
case W_DB:
|
|
return 1000;
|
|
case W_BORE:
|
|
return 1000;
|
|
case W_FG:
|
|
return 1129;
|
|
case W_IMPELLER:
|
|
return 1129;
|
|
case W_GEWEHR:
|
|
return 1500;
|
|
case W_COMPRESSOR:
|
|
return 1500;
|
|
case W_KAR_SCOPE:
|
|
return 750;
|
|
case W_HEADCRACKER:
|
|
return 750;
|
|
case W_M1:
|
|
return 1500;
|
|
case W_M1000:
|
|
return 1500;
|
|
case W_M1A1:
|
|
return 1500;
|
|
case W_WIDDER:
|
|
return 1500;
|
|
case W_MP40:
|
|
return 2538;
|
|
case W_AFTERBURNER:
|
|
return 2538;
|
|
case W_MP5K:
|
|
return 1255;
|
|
case W_KOLLIDER:
|
|
return 1255;
|
|
case W_MG:
|
|
return 1778;
|
|
case W_BARRACUDA:
|
|
return 1778;
|
|
case W_PANZER:
|
|
return 0;
|
|
case W_LONGINUS:
|
|
return 0;
|
|
case W_PPSH:
|
|
return 1255;
|
|
case W_REAPER:
|
|
return 1255;
|
|
case W_PTRS:
|
|
return 1500;
|
|
case W_PENETRATOR:
|
|
return 1500;
|
|
case W_RAY:
|
|
return 0;
|
|
case W_PORTER:
|
|
return 0;
|
|
case W_SAWNOFF:
|
|
return 1000;
|
|
case W_SNUFF:
|
|
return 1000;
|
|
case W_STG:
|
|
return 2400;
|
|
case W_SPATZ:
|
|
return 2400;
|
|
case W_TRENCH:
|
|
return 500;
|
|
case W_GUT:
|
|
return 500;
|
|
case W_TYPE:
|
|
return 1813;
|
|
case W_SAMURAI:
|
|
return 1813;
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
return 1813;
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
return 460;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
float(float weapon, float stance) CrossHairWeapon =
|
|
{
|
|
float crosshair_spread = 0;
|
|
|
|
switch(weapon)
|
|
{
|
|
case W_COLT:
|
|
case W_BIATCH:
|
|
case W_357:
|
|
case W_KILLU:
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
crosshair_spread = 22;
|
|
break;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
crosshair_spread = 65;
|
|
break;
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
case W_MP5K:
|
|
case W_KOLLIDER:
|
|
crosshair_spread = 10;
|
|
break;
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
crosshair_spread = 30;
|
|
break;
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
crosshair_spread = 50;
|
|
break;
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
case W_DB:
|
|
case W_BORE:
|
|
crosshair_spread = 35;
|
|
break;
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
case W_M1:
|
|
case W_M1000:
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
crosshair_spread = 5;
|
|
break;
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
case W_TESLA:
|
|
crosshair_spread = 0;
|
|
break;
|
|
default:
|
|
crosshair_spread = 0;
|
|
break;
|
|
}
|
|
|
|
// early out
|
|
if (crosshair_spread == 0)
|
|
return crosshair_spread;
|
|
|
|
// pretty sure CoD doesn't compute this, but we're cooler than CoD
|
|
switch(stance) {
|
|
case 2:
|
|
return crosshair_spread;
|
|
case 1:
|
|
return crosshair_spread * 0.90;
|
|
case 0:
|
|
return crosshair_spread * 0.85;
|
|
default: return 0;
|
|
}
|
|
|
|
return crosshair_spread;
|
|
}
|
|
|
|
float(float weapon, float stance) CrossHairMaxSpread =
|
|
{
|
|
float crosshair_spread = 0;
|
|
|
|
switch(weapon)
|
|
{
|
|
case W_COLT:
|
|
case W_BIATCH:
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
case W_357:
|
|
case W_KILLU:
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
case W_MP5K:
|
|
case W_KOLLIDER:
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
crosshair_spread = 48;
|
|
break;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
crosshair_spread = 75;
|
|
break;
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
crosshair_spread = 50;
|
|
break;
|
|
case W_DB:
|
|
case W_BORE:
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
case W_M1:
|
|
case W_M1000:
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
crosshair_spread = 35;
|
|
break;
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
case W_TESLA:
|
|
crosshair_spread = 0;
|
|
break;
|
|
default:
|
|
crosshair_spread = 0;
|
|
break;
|
|
}
|
|
|
|
// early out
|
|
if (crosshair_spread == 0)
|
|
return crosshair_spread;
|
|
|
|
// pretty sure CoD doesn't compute this, but we're cooler than CoD
|
|
switch(stance) {
|
|
case 2:
|
|
return crosshair_spread;
|
|
case 1:
|
|
return crosshair_spread * 0.90;
|
|
case 0:
|
|
return crosshair_spread * 0.85;
|
|
default: return 0;
|
|
}
|
|
|
|
return crosshair_spread;
|
|
}
|
|
|
|
float(float wep) W_HighPrecisionWhenADS =
|
|
{
|
|
switch (wep) {
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
float(float wep) W_SpreadAffectedByADS =
|
|
{
|
|
switch (wep) {
|
|
case W_SAWNOFF:
|
|
case W_SNUFF:
|
|
case W_DB:
|
|
case W_BORE:
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
return false;
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//
|
|
// W_IsLowAmmo(weapon, value, mag_not_reserve)
|
|
// Determine if the weapon is low on ammo on the Magazine
|
|
// or in its Reserve.
|
|
//
|
|
float(float weapon, float value, float mag_not_reserve) W_IsLowAmmo =
|
|
{
|
|
// Check the Reserve
|
|
if (mag_not_reserve == false) {
|
|
// If there's 20% or less of maximum capacity
|
|
if (value / getWeaponAmmo(weapon) <= 0.2)
|
|
return true;
|
|
return false;
|
|
}
|
|
// Check the Magazine
|
|
else {
|
|
// Initial check: always return true if there's only one
|
|
// round left and that's not the maximum clip size.
|
|
if (value == 1 && value != getWeaponMag(weapon))
|
|
return true;
|
|
|
|
// If there's less than 33%
|
|
if (value / getWeaponMag(weapon) < 0.33)
|
|
return true;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
vector(float wep) GetWeaponRecoil =
|
|
{
|
|
vector guaranteed = '0 0 0';
|
|
vector kick_change = '0 0 0';
|
|
vector final_kick = '0 0 0';
|
|
float change_1, change_2, change_3,total_recoil, r, temp1, temp2;
|
|
switch (wep)
|
|
{
|
|
case W_COLT:
|
|
guaranteed = '0 35 0';
|
|
kick_change = '25 15 25';
|
|
break;
|
|
case W_BIATCH:
|
|
guaranteed = '0 35 0';
|
|
kick_change = '25 15 25';
|
|
break;
|
|
case W_357:
|
|
guaranteed = '0 80 50';
|
|
kick_change = '0 60 40';
|
|
break;
|
|
case W_KILLU:
|
|
guaranteed = '0 80 50';
|
|
kick_change = '0 60 40';
|
|
break;
|
|
case W_THOMPSON:
|
|
kick_change = '74 74 85';
|
|
break;
|
|
case W_GIBS:
|
|
kick_change = '74 74 85';
|
|
break;
|
|
case W_MP40:
|
|
kick_change = '44 44 44';
|
|
break;
|
|
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;
|
|
case W_SAMURAI:
|
|
kick_change = '24 74 24';
|
|
break;
|
|
case W_PPSH:
|
|
kick_change = '4 22 4';
|
|
break;
|
|
case W_REAPER:
|
|
kick_change = '4 22 4';
|
|
break;
|
|
case W_GEWEHR:
|
|
kick_change = '50 60 50';
|
|
break;
|
|
case W_COMPRESSOR:
|
|
kick_change = '50 60 50';
|
|
break;
|
|
case W_M1:
|
|
guaranteed = '0 35 0';
|
|
kick_change = '30 30 30';
|
|
break;
|
|
case W_M1000:
|
|
guaranteed = '0 35 0';
|
|
kick_change = '30 30 30';
|
|
break;
|
|
case W_STG:
|
|
kick_change = '15 44 15';
|
|
break;
|
|
case W_SPATZ:
|
|
kick_change = '15 44 15';
|
|
break;
|
|
case W_M1A1:
|
|
kick_change = '50 60 50';
|
|
break;
|
|
case W_WIDDER:
|
|
kick_change = '50 60 50';
|
|
break;
|
|
case W_KAR:
|
|
guaranteed = '0 50 0';
|
|
kick_change = '25 30 25';
|
|
break;
|
|
case W_ARMAGEDDON:
|
|
guaranteed = '0 50 0';
|
|
kick_change = '25 30 25';
|
|
break;
|
|
case W_SPRING:
|
|
guaranteed = '0 50 0';
|
|
kick_change = '25 30 25';
|
|
break;
|
|
case W_PULVERIZER:
|
|
guaranteed = '0 50 0';
|
|
kick_change = '25 30 25';
|
|
break;
|
|
case W_KAR_SCOPE:
|
|
guaranteed = '0 50 0';
|
|
kick_change = '25 30 25';
|
|
break;
|
|
case W_HEADCRACKER:
|
|
guaranteed = '0 50 0';
|
|
kick_change = '25 30 25';
|
|
break;
|
|
case W_PTRS:
|
|
guaranteed = '0 100 85';
|
|
kick_change = '0 95 75';
|
|
break;
|
|
case W_PENETRATOR:
|
|
guaranteed = '0 100 85';
|
|
kick_change = '0 95 75';
|
|
break;
|
|
case W_TRENCH:
|
|
guaranteed = '0 100 85';
|
|
kick_change = '0 95 75';
|
|
break;
|
|
case W_GUT:
|
|
guaranteed = '0 100 85';
|
|
kick_change = '0 95 75';
|
|
break;
|
|
case W_DB:
|
|
guaranteed = '0 95 0';
|
|
kick_change = '45 85 45';
|
|
break;
|
|
case W_BORE:
|
|
guaranteed = '0 95 0';
|
|
kick_change = '45 85 45';
|
|
break;
|
|
case W_SAWNOFF:
|
|
guaranteed = '0 95 0';
|
|
kick_change = '45 85 45';
|
|
break;
|
|
case W_SNUFF:
|
|
guaranteed = '0 95 0';
|
|
kick_change = '45 85 45';
|
|
break;
|
|
case W_BAR:
|
|
kick_change = '0 50 0';
|
|
break;
|
|
case W_WIDOW:
|
|
kick_change = '0 50 0';
|
|
break;
|
|
case W_MG:
|
|
kick_change = '40 30 40';
|
|
break;
|
|
case W_BARRACUDA:
|
|
kick_change = '40 30 40';
|
|
break;
|
|
case W_FG:
|
|
kick_change = '30 45 0';
|
|
break;
|
|
case W_IMPELLER:
|
|
kick_change = '30 45 0';
|
|
break;
|
|
case W_BROWNING:
|
|
kick_change = '50 66 50';
|
|
break;
|
|
case W_ACCELERATOR:
|
|
kick_change = '50 66 50';
|
|
break;
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
kick_change = '74 74 85';
|
|
break;
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
kick_change = '3 3 3';
|
|
break;
|
|
}
|
|
total_recoil = kick_change_x + kick_change_y + kick_change_z;
|
|
|
|
change_1 = (kick_change_x)/total_recoil;
|
|
change_2 = (kick_change_y)/total_recoil;
|
|
change_3 = (kick_change_z)/total_recoil;
|
|
|
|
r = random();
|
|
temp1 = change_1 + change_2;
|
|
temp2 = change_1 + change_2 + change_3;
|
|
|
|
if (r < change_1)
|
|
final_kick_y = kick_change_x*0.4;
|
|
else if (r < temp1)
|
|
final_kick_x = kick_change_y*-0.4;
|
|
else if (r < temp2)
|
|
final_kick_y = kick_change_z*-0.4;
|
|
|
|
final_kick_y = final_kick_y + guaranteed_x;
|
|
final_kick_x = final_kick_x - guaranteed_y;
|
|
final_kick_y = final_kick_y - guaranteed_z;
|
|
|
|
final_kick_x = final_kick_x / 10;
|
|
final_kick_y = final_kick_y / 10;
|
|
final_kick_z = final_kick_z / 10;
|
|
//bprint (vtos(final_kick));
|
|
//bprint ("\n");
|
|
return final_kick;
|
|
}
|
|
|
|
// Flash offset is multiplied because vectors have limited precision within qc
|
|
// Y, Z, X for .. reasons!
|
|
// Y will always be flipped IE, if its negative in blender, it will be positive
|
|
// in QC.
|
|
vector (float wep) GetWeaponFlash_Offset =
|
|
{
|
|
switch(wep) {
|
|
case W_COLT:
|
|
return [5488, -2742, 35300];
|
|
case W_BIATCH:
|
|
return [6355, -2984, 36625];
|
|
case W_KAR:
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
return [5560, -4582, 75833];
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
return [6203, -5740, 57670];
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
return [5550, -4118, 62364];
|
|
case W_357:
|
|
case W_KILLU:
|
|
return [8193, -2353, 50527];
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
return [6806, -9375, 81713];
|
|
case W_DB:
|
|
case W_BORE:
|
|
return [5801, -4300, 83174];
|
|
case W_SAWNOFF:
|
|
return [5801, -4414, 44820];
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
return [5317, -5331, 70583];
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
return [3899, -5021, 78199];
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
return [11847, -6792, 77246];
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
return [5261, -8070, 78777];
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
return [7325, -5742, 60803];
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
return [11621, -9366, 79787];
|
|
case W_MP5K:
|
|
case W_KOLLIDER:
|
|
return [10327, -9776, 45327];
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
return [10300, -10230, 100000];
|
|
case W_M1:
|
|
case W_M1000:
|
|
return [7223, -4235, 94189];
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
return [7374, -8656, 84620];
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
return [5768, -7709, 160570];
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
return [488, -2300, 25300];
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
return [12347, -9557, 108920];
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
return [12566, -6463, 49165];
|
|
default:
|
|
return [5488, -2742, 35300];
|
|
}
|
|
return [0, 0, 0];
|
|
}
|
|
|
|
float (float wep) GetWeaponFlash_Size = {
|
|
|
|
switch(wep) {
|
|
case W_COLT:
|
|
return 5;
|
|
case W_BIATCH:
|
|
return 5;
|
|
case W_KAR:
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
return 15;
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
return 8;
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
return 19;
|
|
case W_357:
|
|
case W_KILLU:
|
|
return 7;
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
return 16;
|
|
case W_DB:
|
|
case W_BORE:
|
|
return 18;
|
|
case W_SAWNOFF:
|
|
return 20;
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
return 14;
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
return 16;
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
return 16;
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
return 12;
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
return 12;
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
return 10;
|
|
case W_MP5K:
|
|
case W_KOLLIDER:
|
|
return 10;
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
return 16;
|
|
case W_M1:
|
|
case W_M1000:
|
|
return 14;
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
return 16;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
return 30;
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
return 5;
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
return 20;
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
return 10;
|
|
default:
|
|
return 5;
|
|
}
|
|
}
|
|
|
|
// Returns the amount needed to zoom in a weapon. In near-fov "units".
|
|
float(float wep) GetWeaponZoomAmount =
|
|
{
|
|
switch(wep) {
|
|
case W_COLT:
|
|
return 10;
|
|
case W_KAR:
|
|
case W_ARMAGEDDON:
|
|
case W_SPRING:
|
|
case W_PULVERIZER:
|
|
return 25;
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
return 47;
|
|
case W_THOMPSON:
|
|
case W_GIBS:
|
|
return 10;
|
|
case W_TRENCH:
|
|
case W_GUT:
|
|
return 10;
|
|
case W_357:
|
|
case W_KILLU:
|
|
return 5;
|
|
case W_MG:
|
|
case W_BARRACUDA:
|
|
return 15;
|
|
case W_DB:
|
|
case W_BORE:
|
|
case W_SAWNOFF:
|
|
return 10;
|
|
case W_M1A1:
|
|
case W_WIDDER:
|
|
return 20;
|
|
case W_BAR:
|
|
case W_WIDOW:
|
|
return 30;
|
|
case W_FG:
|
|
case W_IMPELLER:
|
|
return 30;
|
|
case W_GEWEHR:
|
|
case W_COMPRESSOR:
|
|
return 25;
|
|
case W_PPSH:
|
|
case W_REAPER:
|
|
return 10;
|
|
case W_MP40:
|
|
case W_AFTERBURNER:
|
|
return 10;
|
|
case W_MP5K:
|
|
case W_KOLLIDER:
|
|
return 10;
|
|
case W_STG:
|
|
case W_SPATZ:
|
|
return 20;
|
|
case W_M1:
|
|
case W_M1000:
|
|
return 25;
|
|
case W_BROWNING:
|
|
case W_ACCELERATOR:
|
|
return 15;
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
return 50;
|
|
case W_TYPE:
|
|
case W_SAMURAI:
|
|
return 10;
|
|
case W_RAY:
|
|
case W_PORTER:
|
|
return 5;
|
|
default: return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// WepDef_HasSniperScore(weapon)
|
|
// Returns true if the weapon should display the Scope
|
|
// HUD element when Aiming down the Sights.
|
|
//
|
|
float(float weapon) WepDef_HasSniperScore =
|
|
{
|
|
switch(weapon) {
|
|
case W_KAR_SCOPE:
|
|
case W_HEADCRACKER:
|
|
case W_PTRS:
|
|
case W_PENETRATOR:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// WepDef_WeaponMaxSpread(weapon, stance)
|
|
// Returns the maximum amount of Spread a Weapon
|
|
// can output. This is based on data manipulation of
|
|
// crosshair values.
|
|
//
|
|
float(float weapon, float stance) WepDef_WeaponMaxSpread =
|
|
{
|
|
return CrossHairMaxSpread(weapon, stance)/2.5;
|
|
}
|
|
|
|
#ifndef CSQC
|
|
|
|
//
|
|
// WepDef_WeaponSpread(weapon, stance)
|
|
// Returns the general amount of Spread a Weapon
|
|
// can output. This is based on data manipulation of
|
|
// crosshair values.
|
|
//
|
|
|
|
float(float weapon, float stance) WepDef_WeaponSpread =
|
|
{
|
|
// Early out.
|
|
if (self.recoil_delay > time)
|
|
return WepDef_WeaponMaxSpread(weapon, stance);
|
|
|
|
// Increase spread over time.
|
|
return (CrossHairWeapon(weapon, stance)/2) + self.cur_spread;
|
|
}
|
|
|
|
#endif // CSQC
|
|
|
|
//
|
|
// WepDef_CalculateMeleeDamage(weapon, has_bowie)
|
|
// Returns the amount of melee damage the Player can
|
|
// do given their weapon and Bowie Knife status.
|
|
//
|
|
float(float weapon, float has_bowie) WepDef_CalculateMeleeDamage =
|
|
{
|
|
switch(weapon) {
|
|
case W_BK:
|
|
if (has_bowie)
|
|
return 1000;
|
|
return 500;
|
|
break;
|
|
case W_KRAUS:
|
|
if (has_bowie)
|
|
return 1500;
|
|
return 1000;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (has_bowie)
|
|
return 1000;
|
|
|
|
return 150;
|
|
}
|
|
|
|
//
|
|
// WepDef_DoesNotADS(weapon)
|
|
// Returns true if the weapon should not be allowed
|
|
// to aim down the sight.
|
|
//
|
|
float(float weapon) WepDef_DoesNotADS =
|
|
{
|
|
switch(weapon) {
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// WepDef_GetWeaponMeleeRange(weapon)
|
|
// Returns the range to be used when performing a trace
|
|
// to dictate how far away an object has to be for
|
|
// a Melee to perform successfully.
|
|
//
|
|
float(float weapon) WepDef_GetWeaponMeleeRange =
|
|
{
|
|
switch(weapon) {
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
return 96;
|
|
default:
|
|
return 88;
|
|
}
|
|
|
|
return 88;
|
|
};
|
|
|
|
// FIXME -- data-drive these.
|
|
#define MELEE_BOWIE_FIRST_FRAME_NORMAL 0
|
|
#define MELEE_BOWIE_LAST_FRAME_NORMAL 3
|
|
#define MELEE_BOWIE_FIRST_FRAME_LUNGED 4
|
|
#define MELEE_BOWIE_LAST_FRAME_LUNGED 10
|
|
#define MELEE_BOWIE_DURATION_NORMAL 0.65
|
|
#define MELEE_BOWIE_DURATION_LUNGED 1.0
|
|
#define MELEE_BOWIE_VIEWMODEL_PATH "models/weapons/knife/v_bowie.mdl"
|
|
#define MELEE_KNIFE_FIRST_FRAME_NORMAL 0
|
|
#define MELEE_KNIFE_LAST_FRAME_NORMAL 3
|
|
#define MELEE_KNIFE_FIRST_FRAME_LUNGED 4
|
|
#define MELEE_KNIFE_LAST_FRAME_LUNGED 12
|
|
#define MELEE_KNIFE_DURATION_NORMAL 0.45
|
|
#define MELEE_KNIFE_DURATION_LUNGED 0.74
|
|
#define MELEE_KNIFE_VIEWMODEL_PATH "models/weapons/knife/v_knife.mdl"
|
|
|
|
//
|
|
// WepDef_IsMeleeWeapon(weapon)
|
|
// Returns true if the weapon provided has a melee-action
|
|
//
|
|
float(float weapon) WepDef_IsMeleeWeapon =
|
|
{
|
|
switch(weapon) {
|
|
case W_BK:
|
|
case W_KRAUS:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// WepDef_GetMeleeModel(weapon, has_bowie)
|
|
// Returns the viewmodel to play for Melee animations.
|
|
//
|
|
string(float weapon, float has_bowie) WepDef_GetMeleeModel =
|
|
{
|
|
if (WepDef_IsMeleeWeapon(weapon)) {
|
|
return GetWeaponModel(weapon, false);
|
|
} else {
|
|
if (has_bowie)
|
|
return MELEE_BOWIE_VIEWMODEL_PATH;
|
|
else
|
|
return MELEE_KNIFE_VIEWMODEL_PATH;
|
|
}
|
|
};
|
|
|
|
//
|
|
// WepDef_GetMeleeFirstFrame(weapon, did_lunge, has_bowie)
|
|
// Returns the first frame of animation for Melee
|
|
// relative to currently held weapon, if the attack
|
|
// lunged or not, and if the Bowie Knife is in-hand.
|
|
//
|
|
float(float weapon, float did_lunge, float has_bowie) WepDef_GetMeleeFirstFrame =
|
|
{
|
|
float return_value;
|
|
|
|
if (did_lunge)
|
|
return_value = GetFrame(weapon, MELEE_LUNGED_START);
|
|
else
|
|
return_value = GetFrame(weapon, MELEE_NORMAL_START);
|
|
|
|
// We have a specific melee weapon.
|
|
if (return_value)
|
|
return return_value;
|
|
|
|
if (has_bowie) {
|
|
if (did_lunge)
|
|
return MELEE_BOWIE_FIRST_FRAME_LUNGED;
|
|
else
|
|
return MELEE_BOWIE_FIRST_FRAME_NORMAL;
|
|
} else {
|
|
if (did_lunge)
|
|
return MELEE_KNIFE_FIRST_FRAME_LUNGED;
|
|
else
|
|
return MELEE_KNIFE_FIRST_FRAME_NORMAL;
|
|
}
|
|
|
|
return 0;
|
|
};
|
|
|
|
//
|
|
// WepDef_GetMeleeLastFrame(weapon, did_lunge, has_bowie)
|
|
// Returns the final frame of animation for Melee
|
|
// relative to currently held weapon, if the attack
|
|
// lunged or not, and if the Bowie Knife is in-hand.
|
|
//
|
|
float(float weapon, float did_lunge, float has_bowie) WepDef_GetMeleeLastFrame =
|
|
{
|
|
float return_value;
|
|
|
|
if (did_lunge)
|
|
return_value = GetFrame(weapon, MELEE_LUNGED_END);
|
|
else
|
|
return_value = GetFrame(weapon, MELEE_NORMAL_END);
|
|
|
|
// We have a specific melee weapon.
|
|
if (return_value)
|
|
return return_value;
|
|
|
|
if (has_bowie) {
|
|
if (did_lunge)
|
|
return MELEE_BOWIE_LAST_FRAME_LUNGED;
|
|
else
|
|
return MELEE_BOWIE_LAST_FRAME_NORMAL;
|
|
} else {
|
|
if (did_lunge)
|
|
return MELEE_KNIFE_LAST_FRAME_LUNGED;
|
|
else
|
|
return MELEE_KNIFE_LAST_FRAME_NORMAL;
|
|
}
|
|
|
|
return 0;
|
|
};
|
|
|
|
//
|
|
// WepDef_GetMeleeAnimDuration(weapon, did_lunge, has_bowie)
|
|
// Returns the amount of time it should take for animation
|
|
// playback of a Melee animation, given factors.
|
|
//
|
|
float(float weapon, float did_lunge, float has_bowie) WepDef_GetMeleeAnimDuration =
|
|
{
|
|
float return_value;
|
|
|
|
if (did_lunge)
|
|
return_value = getWeaponDelay(weapon, MELEE_LUNGED);
|
|
else
|
|
return_value = getWeaponDelay(weapon, MELEE_NORMAL);
|
|
|
|
// We have a specific melee weapon.
|
|
if (return_value)
|
|
return return_value;
|
|
|
|
if (has_bowie) {
|
|
if (did_lunge)
|
|
return MELEE_BOWIE_DURATION_LUNGED;
|
|
else
|
|
return MELEE_BOWIE_DURATION_NORMAL;
|
|
} else {
|
|
if (did_lunge)
|
|
return MELEE_KNIFE_DURATION_LUNGED;
|
|
else
|
|
return MELEE_KNIFE_DURATION_NORMAL;
|
|
}
|
|
|
|
return 0;
|
|
};
|
|
|
|
//
|
|
// WepDef_DoesNotPlayUpgradedSound(weapon)
|
|
// Returns true if the weapon should not play
|
|
// the special Pack-A-Punch fire sound over
|
|
// it's standard weapon fire.
|
|
//
|
|
float(float weapon) WepDef_DoesNotPlayUpgradedSound =
|
|
{
|
|
switch(weapon) {
|
|
case W_DG3:
|
|
case W_PORTER:
|
|
case W_FIW:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// WepDef_OnlyOneAllowed(weapon)
|
|
// Returns true if server is only allowed to distribute
|
|
// this weapon to one player at a time (e.g., from Box).
|
|
//
|
|
float(float weapon) WepDef_OnlyOneAllowed =
|
|
{
|
|
switch(weapon) {
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// WepDef_GetWeaponIDFromName(weapon)
|
|
// Takes a string input and returns the weapon ID
|
|
// from the associated string. Will be deprecated
|
|
// when weapons are data-driven.
|
|
//
|
|
float(string weapon) WepDef_GetWeaponIDFromName =
|
|
{
|
|
switch(weapon) {
|
|
case "m1911": return W_COLT;
|
|
case "kar98k": return W_KAR;
|
|
case "thompson": return W_THOMPSON;
|
|
case "357_magnum": return W_357;
|
|
case "bar": return W_BAR;
|
|
case "ballistic_knife": return W_BK;
|
|
case "browning": return W_BROWNING;
|
|
case "double_barreled_shotgun": return W_DB;
|
|
case "fg42": return W_FG;
|
|
case "gewehr": return W_GEWEHR;
|
|
case "kar98k_scoped": return W_KAR_SCOPE;
|
|
case "m1_garand": return W_M1;
|
|
case "m1a1_carbine": return W_M1A1;
|
|
case "m2_flamethrower": return W_M2;
|
|
case "mp40": return W_MP40;
|
|
case "mg42": return W_MG;
|
|
case "panzerschreck": return W_PANZER;
|
|
case "ppsh-41": return W_PPSH;
|
|
case "ptrs-41": return W_PTRS;
|
|
case "ray_gun": return W_RAY;
|
|
case "sawed_off_shotgun": return W_SAWNOFF;
|
|
case "stg-44": return W_STG;
|
|
case "trenchgun": return W_TRENCH;
|
|
case "type_100": return W_TYPE;
|
|
case "wunderwaffe": return W_TESLA;
|
|
case "mp5k": return W_MP5K;
|
|
case "springfield": return W_SPRING;
|
|
default: return W_NOWEP;
|
|
}
|
|
return W_COLT;
|
|
}
|
|
|
|
//
|
|
// WepDef_WeaponCanGibEnemy(weapon)
|
|
// Returns true if the weapon is capable of
|
|
// gibbing/blowing limbs off.
|
|
//
|
|
float WepDef_WeaponCanGibEnemy(float weapon)
|
|
{
|
|
switch(weapon) {
|
|
case W_COLT: return 0;
|
|
case W_357: return 0;
|
|
case W_KILLU: return 0;
|
|
default: return 1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
//
|
|
// WepDef_GetWeaponCrosshairType(weapon)
|
|
// Returns the type of crosshair used by active
|
|
// weapon.
|
|
// 0. No crosshair
|
|
// 1. Standard crosshair (+)
|
|
// 2. Area of Effect (o)
|
|
// 3. Dot crosshair (.) (unused).
|
|
// 4 is reserved for the grenade, do not use.
|
|
//
|
|
float WepDef_GetWeaponCrosshairType(float weapon)
|
|
{
|
|
switch(weapon) {
|
|
case W_M2:
|
|
case W_FIW:
|
|
case W_TESLA:
|
|
case W_DG3:
|
|
return 2;
|
|
case W_PANZER:
|
|
case W_LONGINUS:
|
|
return 0;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
//
|
|
// WepDef_GetLeftFlashOffset(weapon)
|
|
// Returns the offset from client view origin
|
|
// for a left-handed weapon's muzzleflash.
|
|
// See GetWeaponFlash_Offset() for data structure.
|
|
//
|
|
vector(float weapon) WepDef_GetLeftFlashOffset =
|
|
{
|
|
switch(weapon) {
|
|
case W_BIATCH:
|
|
return [-8639, -3621, 39337];
|
|
default:
|
|
return [0, 0, 0];
|
|
}
|
|
return [0, 0, 0];
|
|
}
|