/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_TMP; // Weapon Info weaponinfo_t wptTMP = { WEAPON_TMP, // Identifier SLOT_PRIMARY, // Slot 1250, // Price CALIBER_9MM, // Caliber ID 1.0, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 26, // Damage Per Bullet 1, // Penetration Multiplier 4096, // Bullet Range 0.84, // Range Modifier TYPE_AUTO, // Firing Type 0.07, // Attack-Delay 2.1, // Reload-Delay iAmmo_9MM, // Caliber Pointer iMag_TMP, // Clip Pointer 200, // Accuracy Divisor 0.55, // Accuracy Offset 1.4, // Max Inaccuracy 7, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.0, // Armor penetration ratio ATYPE_MP5, // Animation Type SHELL_PISTOL }; // Anim Table enum { ANIM_TMP_IDLE, ANIM_TMP_RELOAD, ANIM_TMP_DRAW, ANIM_TMP_SHOOT1, ANIM_TMP_SHOOT2, ANIM_TMP_SHOOT3 }; void WeaponTMP_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else View_PlayAnimation( ANIM_TMP_DRAW ); #endif } void WeaponTMP_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/tmp-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/tmp-2.wav", 1, ATTN_NORM ); } } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_TMP_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_TMP_SHOOT2 ); } else { View_PlayAnimation( ANIM_TMP_SHOOT3 ); } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponTMP_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_TMP_RELOAD ); #endif }