/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_USP45; #ifdef SSQC .int iMode_USP45; #else int iWeaponMode_USP45; #endif // Weapon Info weaponinfo_t wptUSP45 = { WEAPON_USP45, // Identifier SLOT_SECONDARY, // Slot 500, // Price CALIBER_45ACP, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 12, // Clip/MagSize 34, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.79, // Range Modifier TYPE_SEMI, // Firing Type 0.15, // Attack-Delay 2.5, // Reload-Delay iAmmo_45ACP, // Caliber Pointer iMag_USP45, // Clip Pointer 200, // Accuracy Divisor 0.55, // Accuracy Offset 1.4, // Max Inaccuracy 8, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.0, // Armor penetration ratio ATYPE_ONEHAND, // Animation Type SHELL_PISTOL }; enum { ANIM_USP45_IDLE, ANIM_USP45_SILENCER_SHOOT1, ANIM_USP45_SILENCER_SHOOT2, ANIM_USP45_SILENCER_SHOOT3, ANIM_USP45_SILENCER_SHOOTLAST, ANIM_USP45_SILENCER_RELOAD, ANIM_USP45_SILENCER_DRAW, ANIM_USP45_SILENCER_ADD, ANIM_USP45_IDLE2, ANIM_USP45_SHOOT1, ANIM_USP45_SHOOT2, ANIM_USP45_SHOOT3, ANIM_USP45_SHOOTLAST, ANIM_USP45_RELOAD, ANIM_USP45_DRAW, ANIM_USP45_SILENCER_REMOVE }; void WeaponUSP45_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else if ( iWeaponMode_USP45 == TRUE ) { View_PlayAnimation( ANIM_USP45_SILENCER_DRAW ); } else { View_PlayAnimation( ANIM_USP45_DRAW ); } #endif } void WeaponUSP45_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { if ( self.iMode_USP45 == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/usp1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/usp2.wav", 1, ATTN_NORM ); } } else { sound( self, CHAN_WEAPON, "weapons/usp_unsil-1.wav", 1, ATTN_NORM ); } } #else if ( getstatf( STAT_CURRENT_MAG ) == 0 ) { if ( iWeaponMode_USP45 == TRUE ) { View_PlayAnimation( ANIM_USP45_SILENCER_SHOOTLAST ); } else { View_PlayAnimation( ANIM_USP45_SHOOTLAST ); } } else { int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { if ( iWeaponMode_USP45 == TRUE ) { View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT1 ); } else { View_PlayAnimation( ANIM_USP45_SHOOT1 ); } } else if ( iRand == 2 ) { if ( iWeaponMode_USP45 == TRUE ) { View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT2 ); } else { View_PlayAnimation( ANIM_USP45_SHOOT2 ); } } else { if ( iWeaponMode_USP45 == TRUE ) { View_PlayAnimation( ANIM_USP45_SILENCER_SHOOT3 ); } else { View_PlayAnimation( ANIM_USP45_SHOOT3 ); } } } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponUSP45_Secondary( void ) { #ifdef SSQC // Just switch the modes quickly self.iMode_USP45 = 1 - self.iMode_USP45; self.fAttackFinished = time + 3.0; // Tell the client that we switched modes, too Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK ); #else iWeaponMode_USP45 = 1 - iWeaponMode_USP45; if ( iWeaponMode_USP45 == TRUE ) { View_PlayAnimation( ANIM_USP45_SILENCER_ADD ); } else { View_PlayAnimation( ANIM_USP45_SILENCER_REMOVE ); } #endif } void WeaponUSP45_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { } #else if ( iWeaponMode_USP45 == TRUE ) { View_PlayAnimation( ANIM_USP45_SILENCER_RELOAD ); } else { View_PlayAnimation( ANIM_USP45_RELOAD ); } #endif }