/* OpenCS Project Copyright (C) 2015 Marco "eukara" Hladik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ .int iMag_DEAGLE; // Weapon Info weaponinfo_t wptDEAGLE = { WEAPON_DEAGLE, // Identifier SLOT_SECONDARY, 650, // Price CALIBER_50AE, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 7, // Clip/MagSize 54, // Damage Per Bullet 2, // Penetration Multiplier 4096, // Bullet Range 0.81, // Range Modifier TYPE_SEMI, 0.15, // Attack-Delay 2.1, // Reload-Delay iAmmo_50AE, // Caliber Pointer iMag_DEAGLE, // Clip Pointer 200, // Accuracy Divisor 0.55, // Accuracy Offset 1.4, // Max Inaccuracy 8, 3 }; // Anim Table enum { ANIM_DEAGLE_IDLE, ANIM_DEAGLE_SHOOT1, ANIM_DEAGLE_SHOOT2, ANIM_DEAGLE_SHOOT_EMPTY, ANIM_DEAGLE_RELOAD, ANIM_DEAGLE_DRAW }; void WeaponDEAGLE_Draw( void ) { #ifdef SSQC OpenCSGunBase_Draw(); #else View_PlayAnimation( ANIM_DEAGLE_DRAW ); #endif } void WeaponDEAGLE_PrimaryFire( void ) { #ifdef SSQC if ( OpenCSGunBase_PrimaryFire() == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/deagle-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/deagle-2.wav", 1, ATTN_NORM ); } } #else if ( getstatf( STAT_CURRENT_MAG ) == 0 ) { View_PlayAnimation( ANIM_DEAGLE_SHOOT_EMPTY ); } else { if ( random() <= 0.5 ) { View_PlayAnimation( ANIM_DEAGLE_SHOOT1 ); } else { View_PlayAnimation( ANIM_DEAGLE_SHOOT2 ); } } OpenCSGunBase_ShotMultiplierHandle( 1 ); #endif } void WeaponDEAGLE_Reload( void ) { #ifdef SSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_DEAGLE_RELOAD ); Sound_Delayed( "weapons/de_clipout.wav", 1.0, 0.5 ); Sound_Delayed( "weapons/de_clipin.wav", 1.0, 1.2 ); #endif }