nuclide/Source/shared/cstrike/weaponump45.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_UMP45;
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// Weapon Info
weaponinfo_t wptUMP45 = {
WEAPON_UMP45, // Identifier
SLOT_PRIMARY, // Slot
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1700, // Price
CALIBER_45ACP, // Caliber ID
1.0, // Max Player Speed
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1, // Bullets Per Shot
25, // Clip/MagSize
30, // Damage Per Bullet
1, // Penetration Multiplier
4096, // Bullet Range
0.82, // Range Modifier
TYPE_AUTO, // Firing Type
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0.105, // Attack-Delay
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3.5, // Reload-Delay
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iAmmo_45ACP, // Caliber Pointer
iMag_UMP45, // Clip Pointer
210, // Accuracy Divisor
0.5, // Accuracy Offset
1, // Max Inaccuracy
6, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_MP5, // Animation Type
SHELL_RIFLE
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};
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// Anim Table
enum {
ANIM_UMP45_IDLE,
ANIM_UMP45_RELOAD,
ANIM_UMP45_DRAW,
ANIM_UMP45_SHOOT1,
ANIM_UMP45_SHOOT2,
ANIM_UMP45_SHOOT3
};
void WeaponUMP45_Draw( void ) {
#ifdef SSQC
BaseGun_Draw();
//sound( self, CHAN_WEAPON, "weapons/ump45_boltslap.wav", 1, ATTN_IDLE ); // TODO: Move to the client...?
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#else
View_PlayAnimation( ANIM_UMP45_DRAW );
#endif
}
void WeaponUMP45_PrimaryFire( void ) {
#ifdef SSQC
if ( BaseGun_PrimaryFire() == TRUE ) {
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sound( self, CHAN_WEAPON, "weapons/ump45-1.wav", 1, ATTN_NORM );
}
#else
int iRand = (int)floor( random( 1, 4 ) );
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if ( iRand == 1 ) {
View_PlayAnimation( ANIM_UMP45_SHOOT1 );
} else if ( iRand == 2 ) {
View_PlayAnimation( ANIM_UMP45_SHOOT2 );
} else {
View_PlayAnimation( ANIM_UMP45_SHOOT3 );
}
BaseGun_ShotMultiplierHandle( 1 );
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#endif
}
void WeaponUMP45_Reload( void ) {
#ifdef SSQC
if ( BaseGun_Reload() == TRUE ) {
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// Play Sound
}
#else
View_PlayAnimation( ANIM_UMP45_RELOAD );
#endif
}