2016-12-01 17:50:48 +00:00
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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_P90;
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// Weapon Info
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weaponinfo_t wptP90 = {
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WEAPON_P90, // Identifier
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SLOT_PRIMARY,
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2350, // Price
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CALIBER_57MM, // Caliber ID
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235, // Max Player Speed
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1, // Bullets Per Shot
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50, // Clip/MagSize
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26, // Damage Per Bullet
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1, // Penetration Multiplier
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4096, // Bullet Range
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0.84, // Range Modifier
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TYPE_AUTO,
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2016-12-01 21:55:31 +00:00
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0.07, // Attack-Delay
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2016-12-01 17:50:48 +00:00
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3.0, // Reload-Delay
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iAmmo_57MM, // Caliber Pointer
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iClip_P90 // Clip Pointer
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};
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2016-12-01 21:55:31 +00:00
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// Anim Table
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enum {
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ANIM_P90_IDLE,
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ANIM_P90_RELOAD,
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ANIM_P90_DRAW,
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ANIM_P90_SHOOT1,
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ANIM_P90_SHOOT2,
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ANIM_P90_SHOOT3
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};
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void WeaponP90_Draw( void ) {
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#ifdef QWSSQC
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OpenCSGunBase_Draw();
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sound( self, CHAN_WEAPON, "weapons/p90_boltpull.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
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#else
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View_PlayAnimation( ANIM_P90_DRAW );
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#endif
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}
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void WeaponP90_PrimaryFire( void ) {
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#ifdef QWSSQC
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if ( OpenCSGunBase_PrimaryFire() == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/p90-1.wav", 1, ATTN_NORM );
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}
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#else
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int iRand = ceil( random() * 3 );
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if ( iRand == 1 ) {
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View_PlayAnimation( ANIM_P90_SHOOT1 );
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} else if ( iRand == 2 ) {
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View_PlayAnimation( ANIM_P90_SHOOT2 );
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} else {
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View_PlayAnimation( ANIM_P90_SHOOT3 );
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}
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#endif
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}
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void WeaponP90_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_P90_RELOAD );
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#endif
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}
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