nuclide/Source/shared/cstrike/weaponmp5.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_MP5;
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// Weapon Info
weaponinfo_t wptMP5 = {
WEAPON_MP5, // Identifier
SLOT_PRIMARY, // Slot
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1500, // Price
CALIBER_9MM, // Caliber ID
1.0, // Max Player Speed
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1, // Bullets Per Shot
30, // Clip/MagSize
26, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.84, // Range Modifier
TYPE_AUTO, // Firing Type
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0.08, // Attack-Delay
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2.6, // Reload-Delay
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iAmmo_9MM, // Caliber Pointer
iMag_MP5, // Clip Pointer
220, // Accuracy Divisor
0.45, // Accuracy Offset
0.75, // Max Inaccuracy
6, // Minimum Crosshair Distance
2, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_MP5, // Animation Type
SHELL_PISTOL
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};
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// 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 ) {
#ifdef SSQC
BaseGun_Draw();
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#else
View_PlayAnimation( ANIM_MP5_DRAW );
#endif
}
void WeaponMP5_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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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
int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
View_PlayAnimation( ANIM_MP5_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_MP5_SHOOT2 );
} else {
View_PlayAnimation( ANIM_MP5_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponMP5_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
}
#else
View_PlayAnimation( ANIM_MP5_RELOAD );
#endif
}