nuclide/Source/shared/cstrike/weaponpara.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_PARA;
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// Weapon Info
weaponinfo_t wptPARA = {
WEAPON_PARA, // Identifier
SLOT_PRIMARY, // Slot
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5750, // Price
CALIBER_556MMBOX, // Caliber ID
0.88, // Max Player Speed
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1, // Bullets Per Shot
100, // Clip/MagSize
35, // Damage Per Bullet
2, // Penetration Multiplier
8192, // Bullet Range
0.97, // Range Modifier
TYPE_AUTO, // Firing Type
0.1, // Attack-Delay
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3.0, // Reload-Delay
iAmmo_556MMBOX, // Caliber Pointer
iMag_PARA, // Clip Pointer
175, // Accuracy Divisor
0.4, // Accuracy Offset
0.9, // Max Inaccuracy
6, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.6, // Armor penetration ratio
ATYPE_PARA, // Animation Type
SHELL_RIFLEBIG
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};
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// Anim Table
enum {
ANIM_PARA_IDLE,
ANIM_PARA_SHOOT1,
ANIM_PARA_SHOOT2,
ANIM_PARA_RELOAD,
ANIM_PARA_DRAW
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};
void WeaponPARA_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
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#else
View_PlayAnimation( ANIM_PARA_DRAW );
#endif
}
void WeaponPARA_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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if ( random() <= 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/m249-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/m249-2.wav", 1, ATTN_NORM );
}
}
#else
if ( random() <= 0.5 ) {
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View_PlayAnimation( ANIM_PARA_SHOOT1 );
} else {
View_PlayAnimation( ANIM_PARA_SHOOT2 );
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}
BaseGun_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponPARA_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
}
#else
View_PlayAnimation( ANIM_PARA_RELOAD );
#endif
}