2019-01-16 16:43:50 +00:00
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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2016-12-01 17:50:48 +00:00
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2016-12-13 19:15:09 +00:00
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.int iMag_P90;
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2016-12-01 17:50:48 +00:00
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// Weapon Info
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weaponinfo_t wptP90 = {
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WEAPON_P90, // Identifier
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2016-12-13 22:09:49 +00:00
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SLOT_PRIMARY, // Slot
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2016-12-01 17:50:48 +00:00
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2350, // Price
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CALIBER_57MM, // Caliber ID
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2016-12-05 18:06:24 +00:00
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0.98, // Max Player Speed
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2016-12-01 17:50:48 +00:00
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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, // Firing Type
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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 23:33:44 +00:00
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3.3, // Reload-Delay
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2016-12-01 17:50:48 +00:00
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iAmmo_57MM, // Caliber Pointer
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2016-12-13 19:15:09 +00:00
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iMag_P90, // Clip Pointer
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2016-12-02 23:12:10 +00:00
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175, // Accuracy Divisor
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0.45, // Accuracy Offset
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2016-12-13 19:15:09 +00:00
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1.0, // Max Inaccuracy
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2016-12-13 22:09:49 +00:00
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7, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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2017-01-10 21:55:12 +00:00
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1.5, // Armor penetration ratio
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2017-11-20 17:16:42 +00:00
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ATYPE_MP5, // Animation Type
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SHELL_RIFLE
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2016-12-01 17:50:48 +00:00
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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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2016-12-02 23:12:10 +00:00
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#ifdef SSQC
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2017-07-03 11:55:11 +00:00
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BaseGun_Draw();
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2016-12-01 21:55:31 +00:00
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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 SSQC
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2017-07-03 11:55:11 +00:00
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if ( BaseGun_PrimaryFire() == TRUE ) {
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2016-12-01 21:55:31 +00:00
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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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2016-12-10 14:25:16 +00:00
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int iRand = (int)floor( random( 1, 4 ) );
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2016-12-01 21:55:31 +00:00
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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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2017-07-03 11:55:11 +00:00
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BaseGun_ShotMultiplierHandle( 1 );
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2016-12-01 21:55:31 +00:00
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#endif
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}
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void WeaponP90_Reload( void ) {
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2016-12-02 23:12:10 +00:00
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#ifdef SSQC
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2017-07-03 11:55:11 +00:00
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if ( BaseGun_Reload() == TRUE ) {
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2016-12-01 21:55:31 +00:00
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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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