2019-01-16 16:43:50 +00:00
|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
|
|
|
*
|
|
|
|
* See the file LICENSE attached with the sources for usage details.
|
|
|
|
*
|
|
|
|
****/
|
2016-12-01 17:50:48 +00:00
|
|
|
|
2016-12-13 19:15:09 +00:00
|
|
|
.int iMag_MP5;
|
2016-12-01 17:50:48 +00:00
|
|
|
|
|
|
|
// Weapon Info
|
|
|
|
weaponinfo_t wptMP5 = {
|
|
|
|
WEAPON_MP5, // Identifier
|
2016-12-13 22:09:49 +00:00
|
|
|
SLOT_PRIMARY, // Slot
|
2016-12-01 17:50:48 +00:00
|
|
|
1500, // Price
|
|
|
|
CALIBER_9MM, // Caliber ID
|
2016-12-05 18:06:24 +00:00
|
|
|
1.0, // Max Player Speed
|
2016-12-01 17:50:48 +00:00
|
|
|
1, // Bullets Per Shot
|
|
|
|
30, // Clip/MagSize
|
|
|
|
26, // Damage Per Bullet
|
|
|
|
1, // Penetration Multiplier
|
|
|
|
4096, // Bullet Range
|
|
|
|
0.84, // Range Modifier
|
2016-12-13 22:09:49 +00:00
|
|
|
TYPE_AUTO, // Firing Type
|
2016-12-01 21:55:31 +00:00
|
|
|
0.08, // Attack-Delay
|
2016-12-01 23:33:44 +00:00
|
|
|
2.6, // Reload-Delay
|
2016-12-01 17:50:48 +00:00
|
|
|
iAmmo_9MM, // Caliber Pointer
|
2016-12-13 19:15:09 +00:00
|
|
|
iMag_MP5, // Clip Pointer
|
2016-12-02 23:12:10 +00:00
|
|
|
220, // Accuracy Divisor
|
|
|
|
0.45, // Accuracy Offset
|
2016-12-13 19:15:09 +00:00
|
|
|
0.75, // Max Inaccuracy
|
2016-12-13 22:09:49 +00:00
|
|
|
6, // Minimum Crosshair Distance
|
|
|
|
2, // Crosshair Movement Delta
|
2017-01-10 21:55:12 +00:00
|
|
|
1.0, // Armor penetration ratio
|
2017-11-20 17:16:42 +00:00
|
|
|
ATYPE_MP5, // Animation Type
|
|
|
|
SHELL_PISTOL
|
2016-12-01 17:50:48 +00:00
|
|
|
};
|
2016-12-01 21:55:31 +00:00
|
|
|
|
|
|
|
// Anim Table
|
|
|
|
enum {
|
|
|
|
ANIM_MP5_IDLE,
|
|
|
|
ANIM_MP5_RELOAD,
|
|
|
|
ANIM_MP5_DRAW,
|
|
|
|
ANIM_MP5_SHOOT1,
|
|
|
|
ANIM_MP5_SHOOT2,
|
|
|
|
ANIM_MP5_SHOOT3
|
|
|
|
};
|
|
|
|
|
|
|
|
void WeaponMP5_Draw( void ) {
|
2016-12-02 23:12:10 +00:00
|
|
|
#ifdef SSQC
|
2017-07-03 11:55:11 +00:00
|
|
|
BaseGun_Draw();
|
2016-12-01 21:55:31 +00:00
|
|
|
#else
|
|
|
|
View_PlayAnimation( ANIM_MP5_DRAW );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeaponMP5_PrimaryFire( void ) {
|
2016-12-02 23:12:10 +00:00
|
|
|
#ifdef SSQC
|
2017-07-03 11:55:11 +00:00
|
|
|
if ( BaseGun_PrimaryFire() == TRUE ) {
|
2016-12-01 21:55:31 +00:00
|
|
|
if ( random() <= 0.5 ) {
|
|
|
|
sound( self, CHAN_WEAPON, "weapons/mp5-1.wav", 1, ATTN_NORM );
|
|
|
|
} else {
|
|
|
|
sound( self, CHAN_WEAPON, "weapons/mp5-2.wav", 1, ATTN_NORM );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else
|
2016-12-10 14:25:16 +00:00
|
|
|
int iRand = (int)floor( random( 1, 4 ) );
|
2016-12-01 21:55:31 +00:00
|
|
|
if ( iRand == 1 ) {
|
|
|
|
View_PlayAnimation( ANIM_MP5_SHOOT1 );
|
|
|
|
} else if ( iRand == 2 ) {
|
|
|
|
View_PlayAnimation( ANIM_MP5_SHOOT2 );
|
|
|
|
} else {
|
|
|
|
View_PlayAnimation( ANIM_MP5_SHOOT3 );
|
|
|
|
}
|
2017-07-03 11:55:11 +00:00
|
|
|
BaseGun_ShotMultiplierHandle( 1 );
|
2016-12-01 21:55:31 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void WeaponMP5_Reload( void ) {
|
2016-12-02 23:12:10 +00:00
|
|
|
#ifdef SSQC
|
2017-07-03 11:55:11 +00:00
|
|
|
if ( BaseGun_Reload() == TRUE ) {
|
2016-12-01 21:55:31 +00:00
|
|
|
// Play Sound
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
View_PlayAnimation( ANIM_MP5_RELOAD );
|
|
|
|
#endif
|
|
|
|
}
|