/* 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_UMP45; // Weapon Info weaponinfo_t wptUMP45 = { WEAPON_UMP45, // Identifier SLOT_PRIMARY, 1700, // Price CALIBER_45ACP, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 25, // Clip/MagSize 30, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.82, // Range Modifier TYPE_AUTO, 0.105, // Attack-Delay 3.5, // Reload-Delay iAmmo_45ACP, // Caliber Pointer iMag_UMP45, // Clip Pointer 210, // Accuracy Divisor 0.5, // Accuracy Offset 1, // Max Inaccuracy 6, 3 }; // 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 OpenCSGunBase_Draw(); //sound( self, CHAN_WEAPON, "weapons/ump45_boltslap.wav", 1, ATTN_IDLE ); // TODO: Move to the client...? #else View_PlayAnimation( ANIM_UMP45_DRAW ); #endif } void WeaponUMP45_PrimaryFire( void ) { #ifdef SSQC if ( OpenCSGunBase_PrimaryFire() == TRUE ) { sound( self, CHAN_WEAPON, "weapons/ump45-1.wav", 1, ATTN_NORM ); } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_UMP45_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_UMP45_SHOOT2 ); } else { View_PlayAnimation( ANIM_UMP45_SHOOT3 ); } OpenCSGunBase_ShotMultiplierHandle( 1 ); #endif } void WeaponUMP45_Reload( void ) { #ifdef SSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_UMP45_RELOAD ); Sound_Delayed( "weapons/ump45_clipout.wav", 1.0, 0.7 ); Sound_Delayed( "weapons/ump45_clipin.wav", 1.0, 1.8 ); Sound_Delayed( "weapons/ump45_boltslap.wav", 1.0, 2.7 ); #endif }