/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_AWP; // Weapon Info weaponinfo_t wptAWP = { WEAPON_AWP, // Identifier SLOT_PRIMARY, // Slot 4750, // Price CALIBER_338MAG, // Caliber ID 0.84, // Max Player Speed 1, // Bullets Per Shot 10, // Clip/MagSize 115, // Damage Per Bullet 3, // Penetration Multiplier 8192, // Bullet Range 0.99, // Range Modifier TYPE_AUTO, // Firing Type 1.2, // Attack-Delay 2.9, // Reload-Delay iAmmo_338MAG, // Caliber Pointer iMag_AWP, // Clip Pointer -1, // Accuracy Divisor 0, // Accuracy Offset 0, // Max Inaccuracy 8, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.95, // Armor penetration ratio ATYPE_CARBINE, // Animation Type SHELL_RIFLEBIG }; // Anim Table enum { ANIM_AWP_IDLE, ANIM_AWP_SHOOT1, ANIM_AWP_SHOOT2, ANIM_AWP_SHOOT3, ANIM_AWP_RELOAD, ANIM_AWP_DRAW }; void WeaponAWP_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else View_PlayAnimation( ANIM_AWP_DRAW ); #endif } void WeaponAWP_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { // Play Sound sound( self, CHAN_WEAPON, "weapons/awp1.wav", 1, ATTN_NORM ); } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_AWP_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_AWP_SHOOT2 ); } else { View_PlayAnimation( ANIM_AWP_SHOOT3 ); } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponAWP_SecondaryFire( void ) { #ifdef SSQC if ( self.viewzoom == 1.0 ) { self.viewzoom = 0.45; } else if ( self.viewzoom == 0.45 ) { self.viewzoom = 0.1; } else { self.viewzoom = 1.0; } self.fAttackFinished = time + 0.5; #endif } void WeaponAWP_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_AWP_RELOAD ); #endif }