/* 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 iClip_AUG; // Weapon Info weaponinfo_t wptAUG = { WEAPON_AUG, // Identifier SLOT_PRIMARY, 3500, // Price CALIBER_762MM, // Caliber ID 221, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 32, // Damage Per Bullet 2, // Penetration Multiplier 8192, // Bullet Range 0.96, // Range Modifier TYPE_AUTO, 0.09, // Attack-Delay 3.3, // Reload-Delay iAmmo_762MM, // Caliber Pointer iClip_AUG, // Clip Pointer 215, // Accuracy Divisor 0.3, // Accuracy Offset 1.0 // Max Inaccuracy }; // Anim Table enum { ANIM_AUG_IDLE, ANIM_AUG_RELOAD, ANIM_AUG_DRAW, ANIM_AUG_SHOOT1, ANIM_AUG_SHOOT2, ANIM_AUG_SHOOT3 }; void WeaponAUG_Draw( void ) { #ifdef SSQC OpenCSGunBase_Draw(); sound( self, CHAN_WEAPON, "weapons/aug_boltpull.wav", 1, ATTN_IDLE ); // TODO: Move to the client...? #else View_PlayAnimation( ANIM_AUG_DRAW ); #endif } void WeaponAUG_PrimaryFire( void ) { #ifdef SSQC if ( OpenCSGunBase_PrimaryFire() == TRUE ) { sound( self, CHAN_WEAPON, "weapons/aug-1.wav", 1, ATTN_NORM ); } #else int iRand = ceil( random() * 3 ); if ( iRand == 1 ) { View_PlayAnimation( ANIM_AUG_SHOOT1 ); } else if ( iRand == 2 ) { View_PlayAnimation( ANIM_AUG_SHOOT2 ); } else { View_PlayAnimation( ANIM_AUG_SHOOT3 ); } #endif } void WeaponAUG_Reload( void ) { #ifdef SSQC if ( OpenCSGunBase_Reload() == TRUE ) { // Play Sound } #else View_PlayAnimation( ANIM_AUG_RELOAD ); #endif }