nuclide/Source/shared/cstrike/weapong3sg1.c

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/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
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.int iMag_G3SG1;
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// Weapon Info
weaponinfo_t wptG3SG1 = {
WEAPON_G3SG1, // Identifier
SLOT_PRIMARY, // Slot
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5000, // Price
CALIBER_762MM, // Caliber ID
0.84, // Max Player Speed
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1, // Bullets Per Shot
20, // Clip/MagSize
80, // Damage Per Bullet
3, // Penetration Multiplier
8192, // Bullet Range
0.98, // Range Modifier
TYPE_AUTO, // Firing Type
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0.25, // Attack-Delay
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4.6, // Reload-Delay
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iAmmo_762MM, // Caliber Pointer
iMag_G3SG1, // Clip Pointer
200, // Accuracy Divisor
0.55, // Accuracy Offset
1.4, // Max Inaccuracy
6, // Minimum Crosshair Distance
4, // Crosshair Movement Delta
1.65, // Armor penetration ratio
ATYPE_CARBINE, // Animation Type
SHELL_RIFLE
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};
// Anim Table
enum {
ANIM_G3SG1_IDLE,
ANIM_G3SG1_SHOOT1,
ANIM_G3SG1_SHOOT2,
ANIM_G3SG1_RELOAD,
ANIM_G3SG1_DRAW
};
void WeaponG3SG1_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
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#else
View_PlayAnimation( ANIM_G3SG1_DRAW );
#endif
}
void WeaponG3SG1_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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// Play Sound
dprint("[DEBUG] FIRE!\n");
sound( self, CHAN_WEAPON, "weapons/g3sg1-1.wav", 1, ATTN_NORM );
}
#else
if ( random() <= 0.5 ) {
View_PlayAnimation( ANIM_G3SG1_SHOOT1 );
} else {
View_PlayAnimation( ANIM_G3SG1_SHOOT2 );
}
BaseGun_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponG3SG1_SecondaryFire( void ) {
#ifdef SSQC
if ( self.viewzoom == 1.0 ) {
self.viewzoom = 0.45;
} else if ( self.viewzoom == 0.45 ) {
self.viewzoom = 0.15;
} else {
self.viewzoom = 1.0;
}
self.fAttackFinished = time + 0.5;
#endif
}
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void WeaponG3SG1_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
}
#else
View_PlayAnimation( ANIM_G3SG1_RELOAD );
#endif
}