94 lines
2.3 KiB
C
94 lines
2.3 KiB
C
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/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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.int iClip_DEAGLE;
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// Weapon Info
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weaponinfo_t wptDEAGLE = {
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WEAPON_DEAGLE, // Identifier
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SLOT_SECONDARY,
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3500, // Price
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CALIBER_50AE, // Caliber ID
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650, // Max Player Speed
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1, // Bullets Per Shot
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7, // Clip/MagSize
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54, // Damage Per Bullet
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2, // Penetration Multiplier
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4096, // Bullet Range
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0.81, // Range Modifier
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TYPE_SEMI,
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0.15, // Attack-Delay
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3.0, // Reload-Delay
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iAmmo_50AE, // Caliber Pointer
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iClip_DEAGLE // Clip Pointer
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};
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// Anim Table
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enum {
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ANIM_DEAGLE_IDLE,
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ANIM_DEAGLE_SHOOT1,
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ANIM_DEAGLE_SHOOT2,
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ANIM_DEAGLE_SHOOT_EMPTY,
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ANIM_DEAGLE_RELOAD,
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ANIM_DEAGLE_DRAW
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};
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void WeaponDEAGLE_Draw( void ) {
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#ifdef QWSSQC
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OpenCSGunBase_Draw();
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sound( self, CHAN_WEAPON, "weapons/de_deploy.wav", 1, ATTN_IDLE ); // TODO: Move to the client..
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#else
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View_PlayAnimation( ANIM_DEAGLE_DRAW );
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#endif
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}
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void WeaponDEAGLE_PrimaryFire( void ) {
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#ifdef QWSSQC
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if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
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if ( random() <= 0.5 ) {
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sound( self, CHAN_WEAPON, "weapons/deagle-1.wav", 1, ATTN_NORM );
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} else {
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sound( self, CHAN_WEAPON, "weapons/deagle-2.wav", 1, ATTN_NORM );
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}
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}
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#else
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if ( getstatf( STAT_CURRENT_CLIP ) == 0 ) {
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View_PlayAnimation( ANIM_DEAGLE_SHOOT_EMPTY );
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} else {
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if ( random() <= 0.5 ) {
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View_PlayAnimation( ANIM_DEAGLE_SHOOT1 );
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} else {
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View_PlayAnimation( ANIM_DEAGLE_SHOOT2 );
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}
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}
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#endif
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}
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void WeaponDEAGLE_Reload( void ) {
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#ifdef QWSSQC
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if ( OpenCSGunBase_Reload() == TRUE ) {
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// Play Sound
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}
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#else
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View_PlayAnimation( ANIM_DEAGLE_RELOAD );
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#endif
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}
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