nuclide/Source/shared/cstrike/weaponaug.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_AUG;
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// Weapon Info
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weaponinfo_t wptAUG = {
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WEAPON_AUG, // Identifier
SLOT_PRIMARY, // Slot
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3500, // Price
CALIBER_762MM, // Caliber ID
0.96, // Max Player Speed
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1, // Bullets Per Shot
30, // Clip/MagSize
32, // Damage Per Bullet
2, // Penetration Multiplier
8192, // Bullet Range
0.96, // Range Modifier
TYPE_AUTO, // Firing Type
0.0825, // Attack-Delay
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3.3, // Reload-Delay
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iAmmo_762MM, // Caliber Pointer
iMag_AUG, // Clip Pointer
215, // Accuracy Divisor
0.3, // Accuracy Offset
1.0, // Max Inaccuracy
3, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.4, // Armor penetration ratio
ATYPE_RIFLE, // Animation Type
SHELL_RIFLE
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};
// Anim Table
enum {
ANIM_AUG_IDLE,
ANIM_AUG_RELOAD,
ANIM_AUG_DRAW,
ANIM_AUG_SHOOT1,
ANIM_AUG_SHOOT2,
ANIM_AUG_SHOOT3
};
void WeaponAUG_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
#else
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View_PlayAnimation( ANIM_AUG_DRAW );
#endif
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}
void WeaponAUG_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/aug-1.wav", 1, ATTN_NORM );
if ( self.viewzoom != 1.0 ) {
self.fAttackFinished = time + 0.135;
}
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}
#else
int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
View_PlayAnimation( ANIM_AUG_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_AUG_SHOOT2 );
} else {
View_PlayAnimation( ANIM_AUG_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
#endif
}
void WeaponAUG_SecondaryFire( void ) {
#ifdef SSQC
if ( self.viewzoom != 1.0 ) {
self.viewzoom = 1.0;
} else {
self.viewzoom = 0.6;
}
self.fAttackFinished = time + 0.5;
#endif
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}
void WeaponAUG_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
}
#else
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View_PlayAnimation( ANIM_AUG_RELOAD );
#endif
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}